/// <summary>
/// This is for sub-floors, the floors you see after prying off a tile.
/// </summary>
- LowFloors = DrawDepthTag.Default - 11,
+ LowFloors = DrawDepthTag.Default - 14,
// various entity types that require different
// draw depths, as to avoid hiding
#region SubfloorEntities
- ThickPipe = DrawDepthTag.Default - 10,
- ThickWire = DrawDepthTag.Default - 9,
- ThinPipe = DrawDepthTag.Default - 8,
- ThinWire = DrawDepthTag.Default - 7,
+ ThickPipe = DrawDepthTag.Default - 13,
+ ThickWire = DrawDepthTag.Default - 12,
+ ThinPipe = DrawDepthTag.Default - 11,
+ ThinWire = DrawDepthTag.Default - 10,
#endregion
/// <summary>
/// Things that are beneath regular floors.
/// </summary>
- BelowFloor = DrawDepthTag.Default - 7,
+ BelowFloor = DrawDepthTag.Default - 9,
/// <summary>
/// Used for entities like carpets.
/// </summary>
- FloorTiles = DrawDepthTag.Default - 6,
+ FloorTiles = DrawDepthTag.Default - 8,
/// <summary>
- /// Things that are actually right on the floor, like puddles. This does not mean objects like
+ /// Things that are actually right on the floor, like ice crust or atmos devices. This does not mean objects like
/// tables, even though they are technically "on the floor".
/// </summary>
- FloorObjects = DrawDepthTag.Default - 5,
+ FloorObjects = DrawDepthTag.Default - 7,
+
+ /// <summary>
+ // Discrete drawdepth to avoid z-fighting with other FloorObjects but also above floor entities.
+ /// </summary>
+ Puddles = DrawDepthTag.Default - 6,
+
+ /// <summary>
+ // Objects that are on the floor, but should render above puddles. This includes kudzu, holopads, telepads and levers.
+ /// </summary>
+ HighFloorObjects = DrawDepthTag.Default - 5,
DeadMobs = DrawDepthTag.Default - 4,