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Proper lobby art system #15850
Proper lobby art system #15850
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I think the icon bot might have broken from checking too many files. |
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/obj/effect/lobby_art |
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?? why
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Why what? effect
types are good for abstract things that shouldn't be interacted with.
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It was a turf earlier though?
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And now it's not.
layer -= 0.1 //I could use initial() but I don't see an instance to where anything should be changing the layer of it (minus this) | ||
QDEL_IN(src, CONFIG_GET(number/lobby_art_fade_duration) SECONDS) |
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Im denying the fade, we already have animated lobby UIs that swap and I dislike how it looks, people should be able to look at one
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That is quite literally just your opinion. I think it looks great. The animated bit is also silly, they still play out completely within 30 seconds. I could also just isolate the animated ones so the art doesn't transition if an animated one is selected roundstart if it really bugs you.
TM it and if the majority of people hate it then I can just close it. 馃し
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You're entitled to your opinion but I am not interested in allowing this to be merged
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Who died and made you the aesthetics police???
If you dont wanna change it ok then |
About The Pull Request
Was just going to be looping through different lobby art images but it necessitated a lot of changes.
A map edit was made since the lobby art was actually a
turf
, which caused issues (and is a dumb way to handle it). The rest of the edits were StrongDMM doing it's sanitization. This PR requires #15848 to work, otherwise the players won't see anything.Why It's Good For The Game
We love lobby art. Let us see the rest.
Changelog
馃啈
imageadd: Split the lobby art file into their own individual files.
imagedel: Deleted old lobby art file.
refactor: Lobby art system exists now instead of just being an icon_state assignment on a turf.
config: Lobby art directory, duration, and fade time can be set in config.
/:cl: