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Closets now dense themselves based on pixel offset when being reclosed #5780
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makes so mappers have a little less ancient shitcode limiting their mapping
initial() doesn't respect changes made in mapping, so this pr does not work
ok now it checks pixel_x and _y if those are set it past a certain point communicates to players that it is passable and mappers set these to communicate this too. |
ready for review will make another test video |
There's a var called wall_mounted that does this already, though not always applicable. |
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 |
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Forest mentioned the wall_mounted
variable, and from some testing that does seem to do the same thing as this PR. The only difference is that the closet would need to have wall_mounted = 1
set in the map editor, rather than it happening automatically.
Is there a reason why that can't be used instead?
if(pixel_y < 10 || pixel_x < 10) // If it's offsetted to a point where it would confuse players, don't make dense | ||
density = TRUE |
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Because of the ||
here, it's setting the closet's density to TRUE if pixel_y
OR pixel_x
is less than 10, which is the case more often than not (unless it's shifted into a corner or something). You probably want &&
instead:
if(pixel_y < 10 || pixel_x < 10) // If it's offsetted to a point where it would confuse players, don't make dense | |
density = TRUE | |
if(pixel_y < 10 && pixel_x < 10) // If it's offsetted to a point where it would confuse players, don't make dense | |
density = TRUE |
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intended for edge cases, any pixel offset past a certain point communicates to players that it is passable. This wouldn't work if you put it 10 pixels back against a wall and don't adjust X or want to adjust it to be next to something under 10 pixels away for aesthetic
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open to adjusting pixel amounts though as I am unsure of the point where most people consider it "passable"
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Sorry for the delay! What I meant was that it currently only makes the closet passable if both variables are greater than ten, since that's the 'fail' state of the check:
dreamseeker_UoRn6gMNi8.mp4
(The closet is mapedited to have pixel_y = 25
, density = 0
)
For comparison of how both versions handle different pixel_x
and pixel_y
values:
pixel_y < 10 || pixel_x < 10 |
pixel_y < 10 && pixel_X < 10 |
|
---|---|---|
Both variables < 10 | density = TRUE |
density = TRUE |
One variable >= 10 | density = TRUE |
density = FALSE |
Both variables >= 10 | density = FALSE |
density = FALSE |
As I have found out and tested this, it still could be useful as quality of life and reducing instancing. |
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 |
""noooo you can't offset closets into walls and make them non dense on your map"""
ok then how about now
Closets will now check their pixel offset (<10) before making themselves dense again since stuff being offset past a certain point is generally understood to be passable
also updated the vars to 2000s standards
About the pull request
Explain why it's good for the game
makes so mappers have a little less ancient shitcode limiting their mapping
Testing Photographs and Procedure
Screenshots & Videos
2024-02-21.12-10-02.mp4
video featuring a non dense test closet and a normal closet both working as intended.
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑 Totalepicness5
fix: Closets initially passable will remain passable after closing
/:cl: