Field of Vision component. (#12075)
* Hopeless WIP for vision cones. * Core component and hooks done * Removing clutter. * linter bashing me for using statements as args. * Ok. * continue * bring back the macro * Configs and openspace filter. * Chat plane, reset perspective signal, mechs/vehicles cases, machineries. * view, viewers and spoopy ghosts. * Renamed component, admin fun button and snowflakes robots. * Whoopsie. * Yikes * test merge tweak. * radial yaketi sax. * Fixed tgui UIs, some messages not displayed to the target. * Documentation and a little bugfix. * Pulling QoL, seventh plane made in this PR. * Fix. * Tweaks and improvements. * Update randomverbs.dm
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@@ -11,13 +11,34 @@
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#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
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#define OPENSPACE_LAYER 17 //Openspace layer over all
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#define OPENSPACE_PLANE -4 //Openspace plane below all turfs
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#define OPENSPACE_BACKDROP_PLANE -3 //Black square just over openspace plane to guaranteed cover all in openspace turf
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#define OPENSPACE_PLANE -10 //Openspace plane below all turfs
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#define OPENSPACE_BACKDROP_PLANE -9 //Black square just over openspace plane to guaranteed cover all in openspace turf
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#define FLOOR_PLANE -2
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#define FLOOR_PLANE -8
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#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
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#define GAME_PLANE -1
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#define WALL_PLANE -7
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#define WALL_PLANE_RENDER_TARGET "WALL_PLANE"
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#define ABOVE_WALL_PLANE -6
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#define ABOVE_WALL_PLANE_RENDER_TARGET "ABOVE_WALL_PLANE"
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#define FIELD_OF_VISION_BLOCKER_PLANE -5
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#define FIELD_OF_VISION_BLOCKER_RENDER_TARGET "*FIELD_OF_VISION_BLOCKER_PLANE"
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#define FIELD_OF_VISION_PLANE -4
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#define FIELD_OF_VISION_RENDER_TARGET "*FIELD_OF_VISION_PLANE"
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#define FIELD_OF_VISION_LAYER 17 //used to place the visual (not the mask) shadow cone above any other floor plane stuff.
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#define GAME_PLANE -3
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#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
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#define FIELD_OF_VISION_VISUAL_PLANE -2 //Yea, FoV does require quite a few planes to work with 513 filters to a decent degree.
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#define FIELD_OF_VISION_VISUAL_RENDER_TARGET "FIELD_OF_VISION_VISUAL_PLANE"
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#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
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#define CHAT_LAYER 12.1 //Legacy, it doesn't matter that much because we are displayed above the game plane anyway.
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
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@@ -92,8 +113,6 @@
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#define MASSIVE_OBJ_LAYER 11
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#define POINT_LAYER 12
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#define CHAT_LAYER 12.1
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#define EMISSIVE_BLOCKER_PLANE 12
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#define EMISSIVE_BLOCKER_LAYER 12
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#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
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@@ -137,12 +156,12 @@
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#define HUD_LAYER 21
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#define HUD_RENDER_TARGET "HUD_PLANE"
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#define VOLUMETRIC_STORAGE_BOX_PLANE 23
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#define VOLUMETRIC_STORAGE_BOX_LAYER 23
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#define VOLUMETRIC_STORAGE_BOX_PLANE 22
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#define VOLUMETRIC_STORAGE_BOX_LAYER 22
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#define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE"
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#define VOLUMETRIC_STORAGE_ITEM_PLANE 24
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#define VOLUMETRIC_STORAGE_ITEM_LAYER 24
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#define VOLUMETRIC_STORAGE_ITEM_PLANE 23
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#define VOLUMETRIC_STORAGE_ITEM_LAYER 23
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#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_LAYER 25
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#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_PLANE 25
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#define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE"
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@@ -154,4 +173,3 @@
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#define SPLASHSCREEN_LAYER 90
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#define SPLASHSCREEN_PLANE 90
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#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
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