Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
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@@ -4,6 +4,7 @@ using System.Linq;
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using Content.Shared.AI;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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@@ -106,7 +107,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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_overlay.Modes = 0;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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overlayManager.RemoveOverlay(_overlay.ID);
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overlayManager.RemoveOverlay(_overlay);
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_overlay = null;
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}
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@@ -205,7 +206,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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public readonly List<SharedAiDebug.AStarRouteMessage> AStarRoutes = new();
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public readonly List<SharedAiDebug.JpsRouteMessage> JpsRoutes = new();
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public DebugPathfindingOverlay() : base(nameof(DebugPathfindingOverlay))
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public DebugPathfindingOverlay()
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{
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_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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_eyeManager = IoCManager.Resolve<IEyeManager>();
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