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 +1,5 @@
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -20,7 +21,7 @@ namespace Content.Client.Graphics.Overlays
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private double _lastsFor = 1;
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private Texture _screenshotTexture;
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public FlashOverlay() : base(nameof(FlashOverlay))
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public FlashOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
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@@ -54,10 +55,9 @@ namespace Content.Client.Graphics.Overlays
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}
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}
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protected override void Dispose(bool disposing)
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protected override void DisposeBehavior()
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{
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base.Dispose(disposing);
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base.Dispose();
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_screenshotTexture = null;
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}
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}
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