Shadow & FOV stuff (#735)
* Content fixes for shadow/occluder stuff. * Observers don't have FOV. * Update submodule
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@@ -136,6 +136,10 @@ namespace Content.Server.GameObjects
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State = DoorState.Opening;
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SetAppearance(DoorVisualState.Opening);
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if (Owner.TryGetComponent(out OccluderComponent occluder))
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{
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occluder.Enabled = false;
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}
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Timer.Spawn(OpenTimeOne, async () =>
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{
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@@ -190,6 +194,10 @@ namespace Content.Server.GameObjects
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{
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State = DoorState.Closed;
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SetAppearance(DoorVisualState.Closed);
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if (Owner.TryGetComponent(out OccluderComponent occluder))
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{
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occluder.Enabled = true;
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}
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}, _cancellationTokenSource.Token);
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return true;
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}
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@@ -43,5 +43,10 @@
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interfaces:
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- key: enum.WiresUiKey.Key
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type: WiresBoundUserInterface
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- type: Occluder
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- type: SnapGrid
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offset: Center
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placement:
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mode: SnapgridCenter
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@@ -17,7 +17,7 @@
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- type: PointLight
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radius: 8
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energy: 1.2
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#offset: "0, -16"
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offset: "0.5, 0"
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color: "#DCDCC6"
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placement:
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@@ -67,6 +67,7 @@
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- type: PointLight
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energy: 1.0
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enabled: false
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offset: "-0.5, 0"
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- type: PowerDevice
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priority: Low
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@@ -8,6 +8,7 @@
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mass: 5
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- type: Eye
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zoom: 0.5, 0.5
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drawFov: false
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- type: Input
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context: "ghost"
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- type: Examiner
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Submodule RobustToolbox updated: 5f4cd8f98a...32bafb66a8
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