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Fix holopads phasing through walls. #34300

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@VerinSenpai VerinSenpai commented Jan 8, 2025

About the PR

Fixes one of the issues of #33986

Why / Balance

The issue is that holopads could be tossed under walls either intentionally or accidentally when being moved. Once under say a reinforced wall, you'd have to deconstruct the wall to get the holopad back.

Technical details

Changes the mask and layer of holopad.yml to TabletopMachineMask and Opaque. Mimics the mask of cell rechargers since the behavior is the same.

Media

holopad_fix.mov

Requirements

Breaking changes

None

Changelog
🆑

  • fix: Holopads now collide with walls instead of phasing through them.

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. size/XS Denotes a PR that changes 0-9 lines. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. labels Jan 8, 2025
@lzk228 lzk228 added T: Bugfix Type: Bugs and/or bugfixes P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted A: General Interactions Area: General in-game interactions that don't relate to another area. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 8, 2025
@Errant-4
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I'm not sure it should have opaque? It seems like a very low, floor-level object. It would make sense that lasers also pass over it

@VerinSenpai
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Drats. I was only thinking about bullets hitting it but I failed to test even that. I'll take a look at it when I get off.

@VerinSenpai
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@Errant-4 Just went in and tested. It appears to function as desired already. Both lasers and bullets pass right through.

bullet_test.mp4

@Errant-4
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image

followed the artifact analyzer for this one. I don't quite understand how fixtures work so I'm a bit perplexed by this.
@github-actions github-actions bot added size/S Denotes a PR that changes 10-99 lines. and removed size/XS Denotes a PR that changes 0-9 lines. labels Jan 15, 2025
@VerinSenpai
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@Errant-4 alright, I've changed the masks to match that of the artifact analyzer. I'm a bit confused on it as the arti analyzer has two fixtures one with hard disabled. Is one of those the mask for when its unanchored?

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A: General Interactions Area: General in-game interactions that don't relate to another area. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted size/S Denotes a PR that changes 10-99 lines. T: Bugfix Type: Bugs and/or bugfixes
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4 participants