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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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Singularity;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Physics;
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@@ -19,7 +19,7 @@ namespace Content.Server.GameObjects.Components.PA
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private ParticleAcceleratorPowerState _state;
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
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if (otherBody.Entity.TryGetComponent<ServerSingularityComponent>(out var singularityComponent))
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{
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var multiplier = _state switch
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{
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