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tweak: sync planes with ss220-space/Paradise build
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Bizzonium committed Aug 13, 2024
1 parent a78e280 commit d7d6e6b
Showing 1 changed file with 73 additions and 37 deletions.
110 changes: 73 additions & 37 deletions src/misc/constants.ts
Original file line number Diff line number Diff line change
Expand Up @@ -85,57 +85,93 @@ export const enum AppearanceAttributeIndex{

///All relevant planes used by Yogstation categorized into an enum of their values
export const enum Planes{
LOWEST_EVER_PLANE = -50,

FIELD_OF_VISION_BLOCKER_PLANE = -45,

CLICKCATCHER_PLANE = -40,

PLANE_SPACE = -21,
LOWEST_EVER_PLANE = -50,

CLICKCATCHER_PLANE = -30,

PLANE_SPACE = -25,
PLANE_SPACE_PARALLAX = -20,

GRAVITY_PULSE_PLANE = -12,

RENDER_PLANE_TRANSPARENT = -11,

TRANSPARENT_FLOOR_PLANE = -10,

FLOOR_PLANE = -6,
WALL_PLANE = -5,
GAME_PLANE = -4,
ABOVE_GAME_PLANE = -3,

SEETHROUGH_PLANE = -2,

RENDER_PLANE_TRANSPARENT = -11, //Transparent plane that shows openspace underneath the floor

FLOOR_PLANE = -10,

WALL_PLANE = -9,
GAME_PLANE = -8,

ABOVE_GAME_PLANE = -2,

RENDER_PLANE_GAME_WORLD = -1,
DEFAULT_PLANE = 0,


DEFAULT_PLANE = 0, //Marks out the default plane, even if we don't use it

AREA_PLANE = 2,
MASSIVE_OBJ_PLANE = 3,
GHOST_PLANE = 4,
POINT_PLANE = 5,


//---------- LIGHTING -------------
///Normal 1 per turf dynamic lighting underlays
LIGHTING_PLANE = 10,

///Lighting objects that are "free floating"
O_LIGHTING_VISUAL_PLANE = 11,
EMISSIVE_PLANE = 13,
RENDER_PLANE_LIGHTING = 15,
LIGHT_MASK_PLANE = 16,

///Used in camerachunks to keep some turfs hidden on photo
BYOND_LIGHTING_PLANE = 19,

/// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
EMISSIVE_PLANE = 14,

/// Masks the emissive plane
EMISSIVE_MASK_PLANE = 15,

RENDER_PLANE_LIGHTING = 16,

///Things that should render ignoring lighting
ABOVE_LIGHTING_PLANE = 17,

//---------------- MISC -----------------------

///Pipecrawling images
PIPECRAWL_IMAGES_PLANE = 20,
CAMERA_STATIC_PLANE = 21,

///AI Camera Static
CAMERA_STATIC_PLANE = 21,

///Anything that wants to be part of the game plane, but also wants to draw above literally everything else
HIGH_GAME_PLANE = 22,

FULLSCREEN_PLANE = 23,

//--------------- FULLSCREEN RUNECHAT BUBBLES ------------

///Popup Chat Messages
RUNECHAT_PLANE = 30,
/// Plane for balloon text (text that fades up)
BALLOON_CHAT_PLANE = 31,
HUD_PLANE = 35,
ABOVE_HUD_PLANE = 36,
SPLASHSCREEN_PLANE = 37,
RENDER_PLANE_GAME = 40,
RENDER_PLANE_GAME_MASKED = 41,
RENDER_PLANE_GAME_UNMASKED = 42,
RENDER_PLANE_NON_GAME = 45,
ESCAPE_MENU_PLANE = 46,
RENDER_PLANE_MASTER = 50,
HIGHEST_EVER_PLANE = RENDER_PLANE_MASTER,

//-------------------- HUD ---------------------
//HUD layer defines
HUD_PLANE = 40,
ABOVE_HUD_PLANE = 41,

///Plane of the "splash" icon used that shows on the lobby screen. only render plate planes should be above this
SPLASHSCREEN_PLANE = 50,

/// Buildmode HUD that in top-left corner
HUD_PLANE_BUILDMODE = 40,

/// Debug View. This should always be on top. No exceptions.
HUD_PLANE_DEBUGVIEW = 50,

OPENSPACE_LAYER = 100, //Openspace layer over all
//-------------------- Rendering ---------------------
RENDER_PLANE_GAME = 100,
RENDER_PLANE_NON_GAME = 101,
RENDER_PLANE_MASTER = 102,

HIGHEST_EVER_PLANE = RENDER_PLANE_MASTER,

EMISSIVE_Z_BELOW_LAYER = 1,
EMISSIVE_FLOOR_LAYER = 2,
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