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:
Vera Aguilera Puerto
2021-03-08 14:57:05 +01:00
parent ca8a2e4502
commit d86623eed7
7 changed files with 35 additions and 10 deletions

View File

@@ -0,0 +1,4 @@
author: Zumorica
changes:
- type: Fix
message: Having four edge firelocks in a single tile no longer destroys any air within it.

View File

@@ -53,6 +53,7 @@
openTimeTwo: 0.6
startOpen: true
bumpOpen: false
inhibitCrush: false
- type: Firelock
- type: Appearance
visuals:
@@ -88,6 +89,7 @@
components:
- type: Door
occludes: false
inhibitCrush: false
- type: Occluder
enabled: false
- type: Sprite
@@ -100,13 +102,14 @@
components:
- type: Door
occludes: false
inhibitCrush: true
inhibitCrush: false
- type: Sprite
sprite: Constructible/Structures/Doors/edge_door_hazard.rsi
- type: Airtight
fixVacuum: true
noAirWhenFullyAirBlocked: false
airBlockedDirection:
- East
- South
- type: Physics
fixtures:
- shape:

View File

@@ -18,7 +18,7 @@ void fragment() {
highp vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth);
highp vec4 layer1 = vec4(vec3(255.0),0.0);
highp vec4 layer2 = circle(uv, center, radius, grad.rgb);
COLOR = mix(layer1, layer2, layer2.a);