(WEB REPORT BY: cumoverme REMOTE: 172.93.109.202:7777)
Revision (Should be above if you're viewing this from ingame!)
9709e5d58d69e0e097496e3af7870ca97eb44066General description of the issue
https://u.pomf.is/haynrm.pngSteps to reproduce if possible
Take a walk on the station
Duplicate and still a BYOND issue
http://www.byond.com/forum/?post=2054167
there is a fix, just needs to be applied the code base.
TILE_BOUND
We already did that
SEE_PIXELS overrides TILE_BOUND
@MrStonedOne #10402
so how do we fix it
By complaining at Lummox
Judging by that forum post, this isn't intended behavior, so that will probably work
EDIT: Hi! I'm a blind idiot.
Fuck
Guess we don't, then.
We go back to the old non SEE_PIXELS
What's SEE_PIXELS for anyways?
SEE_PIXELS is useful because it draws a barrier at plane 0, hiding everything below plane 0 on tiles you can't see with Byond style darkness. We can't create byond style darkness ourselves as we can't prevent click behavior we can only emulate it.
I used it while optimizing parallax so I wouldn't need another plane master for space to blend multiply away nonvisible turfs or some shit. But looks like we'll end up using that system since SEE_PIXELs is just unworkable.
I thought SEE_PIXELS would be workable initially because the way it was originally let you click darkness (which turned out to be a bug that allowed other things, and was eventually fixed removing that functionality), and because I considered it overriding TILE_BOUND to be a bug.
But both of those issues will be intractable with the current design decisions in the Byond engine so we wont be using SEE_PIXELs anymore, using the older system will remove those bugs, probably, I didn't test it out too much.
Does Lummox not want to fix SEE_PIXELS?
There's no "fix" involved- it's considered correct behaviour.