Paradise
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constructible transit tubes day 1 patch
What Does This PR Do
This PR fixes some issues found with #24045:
- It sets all tube types, except stations, to non-dense, so they can be walked through. It removes "crossing" tubes and their respective sprites since there's no distinction between passable and unpassable tubes anymore. It adds an UpdatePaths script for removing crossing tubes and executes it.
- It fixes issues where tube constructions were facing the wrong direction once installed.
- It fixes the afterattack issue where RPDs would attack constructions while trying to flip/rotate them.
- It removes pods and non-dispenser terminus stations from the RPD menu.
Why It's Good For The Game
Point 1 is good for the game to prevent people using tubes, intentionally or unintentionally, to block people in or rapidly make impassable areas on the station. Points 2 and 3 are bugfixes.
Point 4 is good because the default station and pod system kind of sucks. Having to wait for pods sucks, having a ton of pods on the network adds unnecessary extra work to SStransit_tube, when a bunch of pods bunch up at a station the timer gets screwed up and causes extra delays for people waiting to move. Dispenser station pods properly handle removing passengers and self-deleting if they end up outside of a tube. Restricting pod creation to dispenser stations is the more reasonable option.
Testing
Tested creating stations, flipping and rotating stations with the RPD.
Changelog
:cl: fix: RPDs will no longer attack transit tube parts when flipping or rotating them. fix: Transit tube parts will be installed in the proper direction based on their uninstalled orientation. tweak: All transit tube parts except for stations are passable. del: Terminus stations and transit tube pods can't be built with the RPD. Use dispenser stations for generating and consuming pods, and ordinary stations for intermediate stops. /:cl: