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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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Client.Atmos;
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@@ -88,7 +88,7 @@ namespace Content.Client.GameObjects.EntitySystems
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay(nameof(GasTileOverlay)))
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if(!overlayManager.HasOverlay<GasTileOverlay>())
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overlayManager.AddOverlay(new GasTileOverlay());
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}
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@@ -126,8 +126,8 @@ namespace Content.Client.GameObjects.EntitySystems
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base.Shutdown();
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_mapManager.OnGridRemoved -= OnGridRemoved;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay(nameof(GasTileOverlay)))
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overlayManager.RemoveOverlay(nameof(GasTileOverlay));
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if(!overlayManager.HasOverlay<GasTileOverlay>())
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overlayManager.RemoveOverlay<GasTileOverlay>();
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}
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private void OnGridRemoved(GridId gridId)
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