Files
Citadel-Station-13-RP/icons
AlphaM01 a823956d5d Adds Aux Landing Pads, gravel paths, seamless snow edge overlays. (#4187)
* Aux Pads 1/2 initial

structure + landmarks
no idea if it works
no paths

* adresses staircase-induced noclipping

and adds solid ground where I'd forgotten it
+ another path off aux pad 2.

* added plating to walkways

hopefully fixes the last of the noclipping issues on diagonals

* adds snowy gravel terrain, decals, paths

snowy gravel turf is maybe set up weirdly?
new snow/edges decals that use the same snow texture as the ground on rift, this way they can connect directly to snowy terrain without looking ugly. (also available for the snowy gravel)
Hopefully will come in handy for caves and the like as well.
Mapping largely done (pads need testing)
Still need walking sounds

* moves outdoors/gravsnow from flooring_premade.dm to snow.dm

Also gives it (hopefully) footstep sounds there.
Since this probably shouldn't use the decl version?

* Fixes step sounds on gravsnow

Just doing what the snow does, since clearly that works and the other stuff does not.

* adds a single missing railing

holding on further changes, just noticed a missing railing.

* removes pad landmarks, adds wall pillars

After testing I've run out of ideas on how to make this work.
rwall pillars have been added to restrict the size of shuttles attempting to land on the pads in the future.

* Hopefully fixes map conflicts

copied map changes onto latest

* newlines

* Deletes unused shuttle landmarks

Having many airlock troubles trying to land shuttles in the planet atmos.

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2022-06-11 22:13:21 -07:00
..

Icons

This folder contains all(most) of our .dmi files.

We enforce a rigid-ish structure for organization.

Please contact a maintainer before changing the hierarchy!

Hierarchy

Anything not in here is currently undecided and may be freely placed. Yes, this currently includes all turfs, mobs, objs, and misc things. Sorry. We'll work on this, we promise. Anyone can propose changes to the hierarchy, just know what you're doing!

/icons /runtime - follow similar structure inside this, treat it as a sub-copy. icons in this are copied over for use during runtime - Warning - everything not in this folder cannot be accessed by "filename" and must be compiled in with 'filename'. /screen - all screen objects, like hud icons, buttons, inventory interface, parallax, etc /actions - all action button sprites go in here /atom_hud - the /image huds that atoms can have has their icons in here /fullscreen - fullscreen effects go in here (see code/_rendering/fullscreen) /hud - "regular" hud objects go in here, like mob intent buttons, inventory buttons, etc /common - common, theme-agnostic icons /, /, ..., etc - put theme icons in here, name by theme! /parallax - parallax/skybox images. base parallax images are 480x480. /rendering - low level rendering things like clickcatcher /mapping - used for sprites for in-map-editor objects that are invisible in game world /helpers - mapping helpers like autopipe/autocable/baseturf replacers go here /landmarks - landmark icons /spawners - things like window spawners /overmaps - all overmap sprites, whether or not it's screen rendering, goes in here