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[MIRROR] Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round #1539

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merged 1 commit into from
Jan 14, 2024

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Mirrored on Nova: NovaSector/NovaSector#427
Original PR: tgstation/tgstation#80876

About The Pull Request

See title

Why It's Good For The Game

  1. Its a bit odd that the rods are still there and on top of the new tile you placed, considering you were build on top of them.
  2. Because building didn't use place on top, the lighting on the tile would be broken and made entirely black for the rest of the round. Slightly annoying when you're constructing something on top of it!

Changelog

🆑 Paxilmaniac
qol: The heat-proof catwalk made by heat-proof rods will go away when a tile is placed on it, rather than sticking around and needing to be removed manually
fix: The lighting will not irreparably break on tiles where plating was placed on lava-proof catwalks
code: Some single letter variables and the structure of the code around placing tiles on lava-proof catwalks has been improved
/:cl:

… not break lighting on that tile for the rest of the round (#427)

* Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round (#80876)

## About The Pull Request

See title
## Why It's Good For The Game

1. Its a bit odd that the rods are still there and on top of the new
tile you placed, considering you were build on top of them.
2. Because building didn't use place on top, the lighting on the tile
would be broken and made entirely black for the rest of the round.
Slightly annoying when you're constructing something on top of it!
## Changelog
:cl:
qol: The heat-proof catwalk made by heat-proof rods will go away when a
tile is placed on it, rather than sticking around and needing to be
removed manually
fix: The lighting will not irreparably break on tiles where plating was
placed on lava-proof catwalks
code: Some single letter variables and the structure of the code around
placing tiles on lava-proof catwalks has been improved
/:cl:

* Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round

---------

Co-authored-by: Paxilmaniac <[email protected]>
Co-authored-by: NovaBot <[email protected]>
@Iajret Iajret merged commit 3f88562 into master Jan 14, 2024
23 checks passed
@Iajret Iajret deleted the upstream-mirror-427 branch January 14, 2024 09:36
AnywayFarus added a commit that referenced this pull request Jan 14, 2024
Iajret pushed a commit that referenced this pull request Mar 20, 2024
* Infrared Emitters use beam datums (As God intended)  (#82094)

## About The Pull Request

Fixes #64459 
Fixes #82052  , probably
Fixes #79747 , probably
Fixes #81443 

Infrared emitters now use beam datums instead of making their own
effects and trying to `Move` it out until it hits something

This means 

1. Infrared emitters are (probably) more responsive
2. Infrared emitters (probably) react to less things they shouldn't
react to (such as projectiles)

This also means

- Infrared emitters (when visible) are emissive (and glow in the dark
slightly). Kinda neat? If you don't want it you can obviously just make
it invisible
- You can limbo under beams? Maybe you can do that already? IDK

Other notes

- Beams no longer set their beam component's `x`, `y` directly, now
using `forceMove`


![image](https://github.com/tgstation/tgstation/assets/51863163/1d516703-1f95-4c8e-a83b-89acaf20e5af)


![image](https://github.com/tgstation/tgstation/assets/51863163/ddb8eb51-f787-4def-82bd-8c2b878327f6)


https://github.com/tgstation/tgstation/assets/51863163/29b76b58-ef36-4c4a-a3b2-017b625389dd

## Changelog

:cl: Melbert
refactor: Infrared emitters now function better (or at least more how
you would expect them) (hopefully). Report any oddities
/:cl:

* Infrared Emitters use beam datums (As God intended)

---------

Co-authored-by: MrMelbert <[email protected]>
ReezeBL pushed a commit that referenced this pull request Mar 20, 2024
…2486)

* Infrared Emitters use beam datums (As God intended)  (#82094)

## About The Pull Request

Fixes #64459 
Fixes #82052  , probably
Fixes #79747 , probably
Fixes #81443 

Infrared emitters now use beam datums instead of making their own
effects and trying to `Move` it out until it hits something

This means 

1. Infrared emitters are (probably) more responsive
2. Infrared emitters (probably) react to less things they shouldn't
react to (such as projectiles)

This also means

- Infrared emitters (when visible) are emissive (and glow in the dark
slightly). Kinda neat? If you don't want it you can obviously just make
it invisible
- You can limbo under beams? Maybe you can do that already? IDK

Other notes

- Beams no longer set their beam component's `x`, `y` directly, now
using `forceMove`


![image](https://github.com/tgstation/tgstation/assets/51863163/1d516703-1f95-4c8e-a83b-89acaf20e5af)


![image](https://github.com/tgstation/tgstation/assets/51863163/ddb8eb51-f787-4def-82bd-8c2b878327f6)


https://github.com/tgstation/tgstation/assets/51863163/29b76b58-ef36-4c4a-a3b2-017b625389dd

## Changelog

:cl: Melbert
refactor: Infrared emitters now function better (or at least more how
you would expect them) (hopefully). Report any oddities
/:cl:

* Infrared Emitters use beam datums (As God intended)

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: MrMelbert <[email protected]>
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3 participants