/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/layers.dm

SEETHROUGH_PLANESlightly above the game plane but does not catch mouse clicks. Useful for certain visuals that should be clicked through, like seethrough trees
LIGHTING_PLANENormal 1 per turf dynamic lighting underlays
O_LIGHTING_VISUAL_PLANELighting objects that are "free floating"
EMISSIVE_PLANEThis plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
ABOVE_LIGHTING_PLANEThings that should render ignoring lighting
PIPECRAWL_IMAGES_PLANE---------------- MISC ----------------------- Pipecrawling images
CAMERA_STATIC_PLANEAI Camera Static
HIGH_GAME_PLANEAnything that wants to be part of the game plane, but also wants to draw above literally everything else
RUNECHAT_PLANE--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages
BALLOON_CHAT_PLANEPlane for balloon text (text that fades up)
SPLASHSCREEN_PLANEPlane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this
PLANE_RANGEThe range unique planes can be in
CATWALK_LAYERcatwalk overlay of /turf/open/floor/plating/catwalk_floor
EMISSIVE_RENDER_TARGETThe render target used by the emissive layer.
EMISSIVE_LAYER_UNBLOCKABLEThe layer you should use if you really don't want an emissive overlay to be blocked.
FLASH_LAYER--------------- FULLSCREEN IMAGES ------------
TYPING_LAYER--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Bubble for typing indicators
RADIAL_CONTENT_LAYER1000 is an unimportant number, it's just to normalize copied layers
SCREENTIP_LAYERLayer for screentips
CINEMATIC_LAYERcinematics are "below" the splash screen
PLANE_MASTERS_GAMEPlane master controller keys
PLANE_CRITICAL_DISPLAYThis plane master will not go away if its layer is culled. useful for preserving effects
PLANE_CRITICAL_NO_EMPTY_RELAYThis plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself
MULTIZ_PERFORMANCE_DISABLEA value of /datum/preference/numeric/multiz_performance that disables the option
MAX_EXPECTED_Z_DEPTHWe expect at most 3 layers of multiz Increment this define if you make a huge map. We unit test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too

Define Details

ABOVE_LIGHTING_PLANE

Things that should render ignoring lighting

BALLOON_CHAT_PLANE

Plane for balloon text (text that fades up)

CAMERA_STATIC_PLANE

AI Camera Static

CATWALK_LAYER

catwalk overlay of /turf/open/floor/plating/catwalk_floor

CINEMATIC_LAYER

cinematics are "below" the splash screen

EMISSIVE_LAYER_UNBLOCKABLE

The layer you should use if you really don't want an emissive overlay to be blocked.

EMISSIVE_PLANE

This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.

EMISSIVE_RENDER_TARGET

The render target used by the emissive layer.

FLASH_LAYER

--------------- FULLSCREEN IMAGES ------------

HIGH_GAME_PLANE

Anything that wants to be part of the game plane, but also wants to draw above literally everything else

LIGHTING_PLANE

Normal 1 per turf dynamic lighting underlays

MAX_EXPECTED_Z_DEPTH

We expect at most 3 layers of multiz Increment this define if you make a huge map. We unit test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too

MULTIZ_PERFORMANCE_DISABLE

A value of /datum/preference/numeric/multiz_performance that disables the option

O_LIGHTING_VISUAL_PLANE

Lighting objects that are "free floating"

PIPECRAWL_IMAGES_PLANE

---------------- MISC ----------------------- Pipecrawling images

PLANE_CRITICAL_DISPLAY

This plane master will not go away if its layer is culled. useful for preserving effects

PLANE_CRITICAL_NO_EMPTY_RELAY

This plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself

PLANE_MASTERS_GAME

Plane master controller keys

PLANE_RANGE

The range unique planes can be in

RADIAL_CONTENT_LAYER

1000 is an unimportant number, it's just to normalize copied layers

RUNECHAT_PLANE

--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages

SCREENTIP_LAYER

Layer for screentips

SEETHROUGH_PLANE

Slightly above the game plane but does not catch mouse clicks. Useful for certain visuals that should be clicked through, like seethrough trees

SPLASHSCREEN_PLANE

Plane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this

TYPING_LAYER

--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Bubble for typing indicators