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Changes our map_format to SIDE_MAP #70162

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@LemonInTheDark LemonInTheDark commented Sep 27, 2022

About The Pull Request

This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke

removes SEE_BLACKNESS usage, because we actually cannot use it effectively
c9a19dd

Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set.

This just like, removes that, since it's silly

fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't
3885b9d

Fixes flicker issues
2defc0a

Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display.

This resolves the existing reported flickering issues

fixes plated food not appearing in world
28a34c6

pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this

Adds wall and upper wall plane masters
89fe2b4

We use these + the floor and space planes to build a mask of all the visible turfs.
Then we take that, stick it in a plane master, and mask the emissive plane with it.

This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it.

compresses plane master controllers
bd64cc1

we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing

馃啈
refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES
/馃啈

This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.

Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke
@LemonInTheDark
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LemonInTheDark commented Sep 27, 2022

I swear I'll document this later, when we actually rely on it

@axietheaxolotl
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axietheaxolotl commented Sep 27, 2022

the wallening will never happen - oranges, 2022

@LemonInTheDark
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LemonInTheDark commented Sep 27, 2022

wallening by end of 2022, potatoe promised me
-oranges

Gotta keep my job man

@Imaginos16
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Imaginos16 commented Sep 27, 2022

Lets go????

@Mothblocks Mothblocks added Do Not Merge You must have really upset someone 馃搶 Test Merge Candidate This version will not be removed by actions when the PR is updated labels Sep 27, 2022
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Mothblocks commented Sep 27, 2022

remove the dnm when you're confident

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msgerbs commented Sep 27, 2022

Does this actually change things? I'm looking at the byond docs and it's not clear to me what this actually changes.

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LemonInTheDark commented Sep 28, 2022

This is built to break. I want to know what's iffy about side_map, and the only way to do that is farm bugs like the ones that spawned #58051
The trouble is people are bad at reporting things like that, so the best way I can think of of accomplishing it is just getting it fullmerged.
If that isn't acceptable I'll mass tm it, not like people edit world.dm all that often

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AndrewL97 commented Sep 28, 2022

Hey @LemonInTheDark, as the shadow-host for tg, this has my thumbs up
The other citrus will back me up on this

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Mothblocks commented Sep 28, 2022

they were asking what side_map is

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msgerbs commented Sep 29, 2022

Yeah that. Not saying not to merge it, not that anyone would listen if I did, I am just genuinely curious how this affects rendering. Byond's docs imply you need to manually modify your tile sizes and layering anyway with this, but doesn't really say how this var affects anything.

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Tastyfish commented Sep 29, 2022

Yeah that. Not saying not to merge it, not that anyone would listen if I did, I am just genuinely curious how this affects rendering. Byond's docs imply you need to manually modify your tile sizes and layering anyway with this, but doesn't really say how this var affects anything.

Y position takes precedence over layer.

[SIDE_MAP] looks very similar to a top-down view but it is intended for more of a 3/4 perspective, where tiles lower on the screen are considered closer to the viewer. Because this impacts the way layers work, most of the layering behavior is the same as with isometric.

In isometric, tiles that are nearer to the viewer's perspective are drawn in front of tiles farther back, regardless of layer. Layers only count within an individual tile. This means that if you want to have a vertical structure "stick up" to partially hide something behind it, the icon sticking up should always be on a tile forward from the one being partly covered. E.g. if you have a wall taking up part of your tile, it needs to be at the "back" end of the tile to properly hide anything on the tiles behind it.

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github-actions bot commented Oct 7, 2022

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale Even the uncaring universe rejects you, why even go on label Oct 7, 2022
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Mothblocks commented Oct 7, 2022

@LemonInTheDark How is this going

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LemonInTheDark commented Oct 7, 2022

I know I want it, but I need to write up documentation on it. Will do soon

@github-actions github-actions bot removed the Stale Even the uncaring universe rejects you, why even go on label Oct 8, 2022
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Mothblocks commented Oct 9, 2022

Why is the bot not reporting any test merges in the past 200 rounds You are test merging this right Right

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LemonInTheDark commented Oct 9, 2022

No? I uh, I think I may have miscommunicated

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Mothblocks commented Oct 9, 2022

Test merging this would be smart

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github-actions bot commented Oct 17, 2022

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale Even the uncaring universe rejects you, why even go on label Oct 17, 2022
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LemonInTheDark commented Oct 18, 2022

yeah yeah

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Mothblocks commented Oct 18, 2022

we have 102 open prs lemon

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LemonInTheDark commented Oct 18, 2022

Listen my plan was to just merge this and eat the bug reports.
I did actually TM it tho, up on sybil now.

@github-actions github-actions bot removed the Stale Even the uncaring universe rejects you, why even go on label Oct 19, 2022
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github-actions bot commented Oct 19, 2022

This pull request was test merged in 439 round(s).

Round list

sybil

鈥vely

Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.

This just like, removes that, since it's silly
@github-actions github-actions bot added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Oct 19, 2022
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github-actions bot commented Oct 28, 2022

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale Even the uncaring universe rejects you, why even go on label Oct 28, 2022
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LemonInTheDark commented Nov 2, 2022

testmerging again

@tgstation-server tgstation-server removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 2, 2022
@github-actions github-actions bot removed the Stale Even the uncaring universe rejects you, why even go on label Nov 3, 2022
@github-actions github-actions bot added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 15, 2022
@tgstation-server tgstation-server removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 16, 2022
LemonInTheDark and others added 3 commits Nov 18, 2022
Offsetting the vis_contents'd objects down physically, and then up visually
resolves the confliciting that was going on between the text and its
display.

This resolves the existing reported flickering issues
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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LemonInTheDark commented Nov 20, 2022

Retestmerged, hopefully I can farm some more issues

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Tastyfish commented Nov 20, 2022

For the cases where you're doing the pixel_z pixel_y trick, make sure they update on direction changing (setDir or the signal), or they'll visually break if used on a shuttle.

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LemonInTheDark commented Nov 21, 2022

It's only really used for overlays/vis_contents objects, so it ought to be fine. there might be an issue of things layering as they shouldn't tho, not totally sure what to do about that might just have to bully lummox. we'll see

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Tastyfish commented Nov 21, 2022

It's only really used for overlays/vis_contents objects, so it ought to be fine. there might be an issue of things layering as they shouldn't tho, not totally sure what to do about that might just have to bully lummox. we'll see

Alrightyt

鈥es again. It's a tad hacky but we'll just use pixel_z for this
We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.

This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.
鈥t we might in future so I'm keeping it as a convienince thing
@tgstation-server tgstation-server added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 29, 2022
@tgstation-server tgstation-server removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 29, 2022
@github-actions github-actions bot added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 29, 2022
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