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Many objects with offsets (bar sign, clock, buttons, etc.) do not show properly in map editors #285
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We did some pondering in Discord about this and it might have something to do with the wallmounted component applying extra offsets. I might just need to adjust those. |
Again for record: The issue is with |
Yes, thank you. I'll do some testing here in a bit. |
Another comment on bar signs which is linked to this - tgstation#85641 |
LemonInTheDark
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Aug 12, 2024
… mapping objects (#325) This attempts to fix the various issues with sinks, APCs, and various other wallmounts in-game that are running into mapping issues. I've got APCs working properly from their own subtype of the macro, but at the second I'm still breaking down where things are falling apart on the other subtypes to get those fixed. Taking #285 up alongside #248 and #313 as part of a wallmount combined fix atm, there's a few causes for this but it seems to primarily be a combination of wall-mounted objects using the older system of offsets and directions, some things have additional offsets in initialize, and misuse of the existing wallmount macros combined with MAP_SWITCH() causing some things to appear the opposite of how they should in-game. At this current point, this will not fix everything, but will be a substantial improvement to much of it
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This is probably an issue with StrongDMM not properly handling pixel_z yet but it could be any number of things and is happening with things that don't even have a pixel_z value in their vars.
It results in things like this:
Editor:
In-game:
Jacq asked me to make a list of what I've found so far.
Things I know are doing this:
Things I theorize might also do this but I haven't found examples of yet:
I say "kind of" because the directional helper versions of the bar sign and clocks work fine, you just have to place them on the wall itself instead of next to it like we used to.
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