Daedalus Dock - 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
CATWALK_LATTICE_LAYERThe lattice of /obj/structure/overfloor_catwalk
CATWALK_LAYERThe rim of /obj/structure/overfloor_catwalk
LIGHTING_PLANENormal 1 per turf dynamic lighting underlays
O_LIGHTING_VISUAL_PLANELighting objects that are "free floating"
ABOVE_LIGHTING_PLANEThings that should render ignoring lighting
BYOND_LIGHTING_PLANEvisibility + hiding of things outside of light source range
EMISSIVE_PLANEThis plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
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.
PIPECRAWL_IMAGES_PLANE---------------- MISC ----------------------- Pipecrawling images
CAMERA_STATIC_PLANEAI Camera Static
FULLSCREEN_PLANE--------------- FULLSCREEN IMAGES ------------
RUNECHAT_PLANE--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages
BALLOON_CHAT_PLANEPlane for balloon text (text that fades up)
RADIAL_CONTENT_LAYER1000 is an unimportant number, it's just to normalize copied layers
SCREENTIP_LAYERLayer for screentips
SPLASHSCREEN_PLANEPlane of the "splash" icon used that shows on the lobby screen. Nothing should ever be above this.
CINEMATIC_LAYERcinematics are "below" the splash screen
PLANE_MASTERS_GAMEPlane master controller keys

Define Details

ABOVE_LIGHTING_PLANE

Things that should render ignoring lighting

BALLOON_CHAT_PLANE

Plane for balloon text (text that fades up)

BYOND_LIGHTING_PLANE

visibility + hiding of things outside of light source range

CAMERA_STATIC_PLANE

AI Camera Static

CATWALK_LATTICE_LAYER

The lattice of /obj/structure/overfloor_catwalk

CATWALK_LAYER

The rim of /obj/structure/overfloor_catwalk

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.

FULLSCREEN_PLANE

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

LIGHTING_PLANE

Normal 1 per turf dynamic lighting underlays

O_LIGHTING_VISUAL_PLANE

Lighting objects that are "free floating"

PIPECRAWL_IMAGES_PLANE

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

PLANE_MASTERS_GAME

Plane master controller keys

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. Nothing should ever be above this.