Sloth's subfloor vismask adventure (#35347)
* Add a subfloor vismask Significantly cuts down on sent entity count. * More optimisations * Fix command * Fixes * namespace cleanup * Review * Vismasks * Content update * Bandaid * awewa * Revert these * reh * Update Content.Shared/SubFloor/TrayScannerComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -1,6 +1,4 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Generic;
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namespace Content.Shared.SubFloor
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{
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@@ -27,7 +25,7 @@ namespace Content.Shared.SubFloor
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/// <remarks>
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/// Useful for entities like vents, which are only partially hidden. Anchor attempts will still be blocked.
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/// </remarks>
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[DataField("blockInteractions")]
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[DataField]
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public bool BlockInteractions { get; set; } = true;
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/// <summary>
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@@ -36,15 +34,15 @@ namespace Content.Shared.SubFloor
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/// <remarks>
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/// Useful for cables and piping, gives maint it's distinct noise.
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/// </remarks>
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[DataField("blockAmbience")]
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[DataField]
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public bool BlockAmbience { get; set; } = true;
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/// <summary>
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/// Sprite layer keys for the layers that are always visible, even if the entity is below a floor tile. E.g.,
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/// the vent part of a vent is always visible, even though the piping is hidden.
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/// </summary>
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[DataField("visibleLayers")]
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public HashSet<Enum> VisibleLayers = new() { SubfloorLayers.FirstLayer };
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[DataField]
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public HashSet<Enum> VisibleLayers = new();
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/// <summary>
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/// This is used for storing the original draw depth of a t-ray revealed entity.
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