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

@@ -32,7 +32,7 @@ namespace Content.Server.Physics.Controllers
{
_pullAccumulator -= 0.5f;
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
{
// TODO: Use colliders instead probably yada yada
PullEntities(singularity);
@@ -45,7 +45,7 @@ namespace Content.Server.Physics.Controllers
{
_moveAccumulator -= 1.0f;
foreach (var (singularity, physics) in ComponentManager.EntityQuery<SingularityComponent, PhysicsComponent>())
foreach (var (singularity, physics) in ComponentManager.EntityQuery<ServerSingularityComponent, PhysicsComponent>())
{
if (singularity.Owner.HasComponent<BasicActorComponent>()) continue;
@@ -57,7 +57,7 @@ namespace Content.Server.Physics.Controllers
}
}
private void MoveSingulo(SingularityComponent singularity, PhysicsComponent physics)
private void MoveSingulo(ServerSingularityComponent singularity, PhysicsComponent physics)
{
if (singularity.Level <= 1) return;
// TODO: Could try gradual changes instead but for now just try to replicate
@@ -70,7 +70,7 @@ namespace Content.Server.Physics.Controllers
physics.LinearVelocity = pushVector.Normalized * 2;
}
private void PullEntities(SingularityComponent component)
private void PullEntities(ServerSingularityComponent component)
{
var singularityCoords = component.Owner.Transform.Coordinates;
// TODO: Maybe if we have named fixtures needs to pull out the outer circle collider (inner will be for deleting).
@@ -89,7 +89,7 @@ namespace Content.Server.Physics.Controllers
}
}
private void DestroyTiles(SingularityComponent component)
private void DestroyTiles(ServerSingularityComponent component)
{
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var worldBox = physicsComponent.GetWorldAABB();