* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
18 lines
625 B
C#
18 lines
625 B
C#
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.Shuttles.Components;
|
|
|
|
/// <summary>
|
|
/// Shows a parallax background on the shuttle map console.
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
public sealed partial class ShuttleMapParallaxComponent : Component
|
|
{
|
|
public static readonly ResPath FallbackTexture = new ResPath("/Textures/Parallaxes/space_map2.png");
|
|
|
|
// TODO: This should ideally be shared with parallax stuff to avoid duplication, for now it's just a texture
|
|
[DataField, AutoNetworkedField]
|
|
public ResPath TexturePath;
|
|
}
|