Improves AirtightComponent.
- Atmos now nulls air in fully airblocked tiles ONLY if one of the airtight entities in it has NoAirWhenFullyAirBlocked to true. - Fixes edge firelocks atmos airtight direction - Fixes atmos debug overlay not accounting for angle 0 being south.
This commit is contained in:
4
Resources/Changelog/Parts/edge_firelocks.yml
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4
Resources/Changelog/Parts/edge_firelocks.yml
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@@ -0,0 +1,4 @@
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author: Zumorica
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changes:
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- type: Fix
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message: Having four edge firelocks in a single tile no longer destroys any air within it.
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@@ -53,6 +53,7 @@
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openTimeTwo: 0.6
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startOpen: true
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bumpOpen: false
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inhibitCrush: false
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- type: Firelock
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- type: Appearance
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visuals:
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@@ -88,6 +89,7 @@
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components:
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- type: Door
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occludes: false
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inhibitCrush: false
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- type: Occluder
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enabled: false
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- type: Sprite
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@@ -100,13 +102,14 @@
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components:
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- type: Door
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occludes: false
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inhibitCrush: true
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inhibitCrush: false
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- type: Sprite
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sprite: Constructible/Structures/Doors/edge_door_hazard.rsi
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- type: Airtight
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fixVacuum: true
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noAirWhenFullyAirBlocked: false
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airBlockedDirection:
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- East
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- South
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- type: Physics
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fixtures:
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- shape:
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@@ -18,7 +18,7 @@ void fragment() {
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highp vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth);
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highp vec4 layer1 = vec4(vec3(255.0),0.0);
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highp vec4 layer2 = circle(uv, center, radius, grad.rgb);
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COLOR = mix(layer1, layer2, layer2.a);
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