Echolocation fixes and changes#790
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SynthTwo merged 11 commits intoIrisSS13:masterfrom Feb 26, 2026
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If this is a banger, we could push it up to Nova. |
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this is semi-broken at the moment, wall mounted objects (like fire extinguishers) don't render properly. working on a fix now, and also direction changes for mobs! |
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im so sorry synth |
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its ok i love you |
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This will likely be obsoleted by the refactor upstream did. I'll close it when we upstream merge :D. |
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About The Pull Request
Right now, when using echolocation, certain objects render out of order, overlaying things it shouldn't. For example, vents/scrubbers or disposal pipes. This could hide mobs/items. Hopefully this is gone!
In addition, currently, if the user has echolocate render duration multiplier any higher than 1, when dying, leaving the mob, and returning to body before/after a revival, the area around them is stuck as black square. This specific area stays a black square even after leaving the area and returning.
Mob/item rotation should now also properly update on each ping, rather than requiring a full screen clear (either by low enough cooldown/view duration, or by toggling it off and on)
It's not perfect, but better than what's there at the moment?
Why it's Good for the Game
Echolocators have less pain to deal with.
Proof of Testing
2025-12-10.21-35-23.mp4
i forgor to change OBS to record HDR properly but whatever
NEW! More changes 14/12/2025
2025-12-14.00-18-27.mp4
Changelog
🆑
fix: atom layering is properly respected for echolocators
fix: using echolocation render duration multiplier any higher than 1 should no longer leave a black void near where you died in your view
fix: echolocator view will now properly update items/mob rotation on each ping/refresh
/:cl: