code/__DEFINES/layers.dm

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 |
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LIGHTING_PLANE | Normal 1 per turf dynamic lighting underlays |
O_LIGHTING_VISUAL_PLANE | Lighting objects that are "free floating" |
EMISSIVE_PLANE | This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas. |
ABOVE_LIGHTING_PLANE | Things that should render ignoring lighting |
PIPECRAWL_IMAGES_PLANE | ---------------- MISC ----------------------- Pipecrawling images |
CAMERA_STATIC_PLANE | AI Camera Static |
HIGH_GAME_PLANE | Anything 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_PLANE | Plane for balloon text (text that fades up) |
SPLASHSCREEN_PLANE | Plane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this |
PLANE_RANGE | The range unique planes can be in |
CATWALK_LAYER | catwalk overlay of /turf/open/floor/plating/catwalk_floor |
EMISSIVE_RENDER_TARGET | The render target used by the emissive layer. |
EMISSIVE_LAYER_UNBLOCKABLE | The 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_LAYER | 1000 is an unimportant number, it's just to normalize copied layers |
SCREENTIP_LAYER | Layer for screentips |
CINEMATIC_LAYER | cinematics are "below" the splash screen |
PLANE_MASTERS_GAME | Plane master controller keys |
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 |
MULTIZ_PERFORMANCE_DISABLE | A value of /datum/preference/numeric/multiz_performance that disables the option |
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 |
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