New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Resprites Chemistry Glassware #17949
Resprites Chemistry Glassware #17949
Conversation
oh my god finally my bottle resprite can die |
I like these |
Hell yea, these look much nicer. Great work :) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
These look better to me, yeah! I approve of the change to minimum opacity too; I think the old/current look when you have a near-transparent liquid in a beaker and it makes part of the beaker invisible (despite the fact that there's still glass there) is very silly and this is a better approach overall. I didn't look at the code quality tho so someone else has to review that bit :^)))))
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
[Game Objects] [Chemistry] [Sprites]
About The PR:
Resprites phials, beakers, round flasks, conical flasks, large beakers, large flasks, the four types of bottles, bongs, and all of their respective fluid overlays. Beaker lids have been resized and repositioned appropriately.
Fluid overlay code has additionally been refactored;
/obj/item/reagent_containers/glass
now handles overlays, as opposed to each container possessing its own variation on the same copiedupdate_icon()
code. Fluid overlays are applied directly as an overlay to the base container sprite, removing the need for container cutout overlays. The minimum alpha value of fluid overlays has been limited to 100, for the purpose of reagent clarity. Non-linear fluid scaling has also been implemented; spherical containers will fill up faster when closer to being empty or full, whereas previously they would fill linearly, behaving more akin to a cylinder than a sphere. I briefly experimented with conical scaling for the conical flasks, however I felt that the scaling, while accurate, was too drastic; conical flasks currently use linear scaling. The formula is below, if anyone wishes to use it.Conical scaling formula:
normalised_fluid_height = 1 - ((1 - normalised_volume) ** (1 / 3))
Why Is This Needed?
Parity with modern spriting standards and code cleanliness.
Changelog: