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
This commit is contained in:
GraniteSidewalk
2021-03-09 04:33:41 -06:00
committed by GitHub
parent edb9bff91c
commit 549d84174c
37 changed files with 562 additions and 133 deletions

View File

@@ -1,4 +1,4 @@
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Singularity;
using Content.Shared.GameObjects.Components;
using Content.Shared.Physics;
@@ -19,7 +19,7 @@ namespace Content.Server.GameObjects.Components.PA
private ParticleAcceleratorPowerState _state;
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
if (otherBody.Entity.TryGetComponent<ServerSingularityComponent>(out var singularityComponent))
{
var multiplier = _state switch
{