Closed ThatDan123 closed 4 years ago
Missing Floor Tiles:
IGNORE BELOW, needs system to support it first.
Also all the decorations on tiles needs to be fixed:
Missing Door Prefabs are:
See-through Security
See-through Command
See-through Engineering
See-through Cargo
See-through Atmospherics
See-through Medical
See-through Science
Non-see through Public
AI Doors
Vault Door
what variant box is this?
Impressive work.
Oh my god!!! Really impressive, cool. How is it with performance?
what variant box is this?
Should be Tg, this is my reference image https://tgstation13.org/wiki//images/d/d1/Boxstation.png
Oh my god!!! Really impressive, cool. How is it with performance?
Feels good to me but it hasnt been stress tested eg with plasma
We don't have a system for tile decals yet
Lighting is very buggy atm, hard to work with so i've stopped.
Needs a rework, and the ability for lights to function without switches.
50% complete, all lights are in position, just needed reworking light scripts.
Did you add all of the light switches?
Ive added all the light switches that are on the base tg boxstation map. But there are lots of places which dont require a light switch, it just feels a bit weird having a light switch for some of those places.
You could disable the Sprite renderer for the light switches to essentially make them invisible as well as hiding them in walls or outside of the station to prevent them from being interacted with.
Seems a little bit shonky vs a solution that creates a new type of light that has no requirment on a switch.
I've just mapped some temporary light switches.
The last stuff that needs to be added/fixed is:
Fixing glass windows, the collision box does not change when the direction is set.
And the other door prefabs
Once those are done Box will be in a playable state.
There's a bug currently which i cant track down, where you cannot place items on tables on the station matrix, tables work fine on the shuttles but not on the station.
We can fix up annoying bugs like that for you. How far off are you do you think from removing the DNM?
I can put temporary doors in later today, then it should be good to merge.
Doobly you can merge box in, ive added the temporary doors.
Actually hold for a bit, found a bug.
Good to merge.
You guys reverting and readding the updatemanager changes has broken my fork.
Dont merge this.
Might have fixed it
Has been fixed
This map also has the Syndicate spawn point set to Robotics, which apparently breaks nuke rounds (Related to #3210)
it very much does, yeah
Fixed
is this ready for review/merge?
Yup
What changes were made on outpoststation?
Think my fork is completly messed up, i havnt commited any changes to outpost
Ive backed up all the files ive changed, and trying to rebase.
https://github.com/unitystation/unitystation/pull/3232
100% blame doobly and foma for their reverting wars :)
Purpose
Adds BoxStation to the map pool.
Trying to keep it as authentic as possible, but some changes will need to be made.
Notes:
Still Under Active Development
This PR is to list how far along the mapping is and to list anything that needs to be added for the map to be complete.
[x] Base,Walls and Full Tile Windows
[x] Wiring Done, though could do with a clean up in some areas
[x] APCs Done and name labeled too
[x] 0.4 Atmos Done,
though the central hallway is depressurised just need to find leak.[x] Ian added.
[x] Set up Solars Solar locations mapped, solar panels not added.
[x] Lockers All lockers put in right place, needs some touching up and items assigned fully. Most items assigned.
[x] Items Lots of items added, loads to go.
[x] Other objects
[x] Machines/Consoles
[x] EscapeShuttle needs to be able to set destination of escape/centcom. Needs a custom script created.
[x] Adjust Map to allow for movable shuttles, ie fix cargo and escape. Cargo Shuttle needs new script to dock as for some reason the shuttle moves one tile backwards when it stops. Mining Has been moved to above arrivals for shuttle space.
[x] Lighting Lighting is very buggy atm, hard to work with so i've stopped. Needs a rework, and the ability for lights to function without switches. 50% complete, all lights are in position, just needed reworking light scripts.
[x] Shutters and BlastDoors Most shutters are in position, but their buttons need access restrictions. Only bridge needs doing, waiting for maybe blastdoor sprite.
TODO: After Merge
[x] Floor Tiles Mostly Done missing one or two textures, see: https://github.com/unitystation/unitystation/pull/3050#issuecomment-584826812.
[ ] Doors Lots of missing sprites, need see through and non-see through versions of all doors + special doors such as vault and AI, see: https://github.com/unitystation/unitystation/pull/3050#issuecomment-584828758. Also glass window doors need to have their collision boxes fixed.
[x] Asteroid spawn prevention, stop them spawning on the station While funny, needs fixing
[ ] Side Windows Optional, but would be very nice to have.
[x] Fire doors When the PR is done, also optional.
Please make sure you have followed the self checks below before submitting a PR:
[x] UPDATE OTHER MAPS TO SUPPORT NEW SHUTTLESCRIPT
[x] - The PR does not include any unnecessary .meta, .prefab or .unity (scene) changes
[x] - The PR has been tested in editor
[ ] - The PR has been tested in multiplayer (with 2 clients and late joiners, if applicable)
[ ] - The PR has been tested with round restarts.
[x] - The PR has been tested on moving / rotating / rotated-before-joining matrices (if applicable)
Picture as of 15/02/2020: