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SPESS PARALLAX #3734
SPESS PARALLAX #3734
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Yes! 👍 👍 👍 👍 |
👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍... |
God damn typos, I typo'ed my commit message. |
I like it, but could you get it to move ever so slightly if it doesn't already, hard to tell. 👍 x 1000 x 👾 |
I could get it to move ever so slightly, but I think there'd be some.... issues with that. |
Shit, wrong button. |
Honestly, I don't know what this PR is about. Anyone mind explaining?
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I made space a layer that moves with the screen, instead of with the tiles. The challenge here was figuring out how to make it not draw in areas where you can't see. (http://imgur.com/MGT9tsa) I managed that by making space tiles completely white, and having their layer be below normal turfs, and below the space layer. The space layer is set to BLEND_MULTIPLY. |
Very nice.
+1
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Fuck, don't merge, the layer doesn't spawn for ghosts. |
👍👍👍 Spooky 💀 |
holy hell 👍 it's like i'm on just the right amount of drugs |
Hmm, looks very cool! Only problem I've thought about is spacewalking. How would it look, would you notice you're moving or not? |
You would not notice you're moving. However, to be fair, spacewalks are already super easy. |
@@ -17,7 +17,9 @@ | |||
. = ..() | |||
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if(!istype(src, /turf/space/transit)) | |||
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]" | |||
//icon_state = "[((x + y) ^ ~(x * y) + z) % 25]" |
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Don't leave commented out code lying around.
I just had the brilliant idea of setting client.color to What do you think? |
Good idea, just worried it will conflict with the detectives glasses
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Detectives glasses? |
@monster860 It's used in the detective noir glasses, and NO_CLIENT_COLOR affects every version of color matricies. Not an option. |
Now coders have to race. |
This was merged 4 days ago. Well, that explains why it didn't show up in my copy of the code, it's nearly a month old. Fucking byond |
Time to merge all the space areas. So yeah, that should fix it. But I've said that a billion times already in this thread. |
…of /image objects is decreased by a factor of 10.
Awwwwright...... I think this should be merge-quality. |
for(var/obj/screen/spessbg/bgobj in mymob.client.spessbg) | ||
bgobj.screen_loc = "CENTER-7:[bgobj.offset_x-posobj.x],CENTER-7:[bgobj.offset_y-posobj.y]" | ||
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/*///hook_handler/parallax/proc/OnMobAreaChange(var/list/args) |
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Adding in commented out code...
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Wow, I completely forgot about that. That was a failed attempt at fixing something.
Fixed above issues, but since I did the mob/move stuff, I might as well test it before pushing it. So am testing now. |
…s as a ghost is now fixed.
Line notes fixed. Because of the whole /mob/Move thing, ghosts following people in spacepods is fixed as a side effect. |
@@ -88,6 +88,9 @@ | |||
if(loc == newloc) //Remove this check and people can accelerate. Not opening that can of worms just yet. | |||
newtonian_move(last_move) | |||
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for(var/mob/M in contents) |
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This will immediately dump mobs out of a container if it moves..
I'm placing a "Do Not Merge". The reason being is that BYOND 510 changes a lot of how client screen handling is handled. In addition to this, there's some major performance benefits to utilizing it, particularly with our Process Scheduler. This PR is likely to cause majorrrr conflict problems with the new way that client screens are handled, so, until 510 gets merge to master and goes live, this PR will have to wait. |
Hm. I'm gonna try merging the spess branch into a local branch of byond510 and see how it goes. So far, the only merge conflicts were from git being a pussy. |
@monster860 big things aren't merge conflicts, big things are "entire system not working because of how 510 handles full-screen huds" |
Yeah, I'm testing it. Fucking compile times though |
https://gfycat.com/ThoughtfulDenseAnophelesmosquito
^^ Gfycat
Nuff said.
Shuttle transitions are not affected though.
🆑 monster860
rscadd: Parallax effect on space
fix: Space area is no longer fragmented
rscdel: Unfortunately, no more twinkly stars on parallax mode.
fix: Side effect, following people in space pods as ghost shouldn't be broken anymore
/:cl: