Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
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committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
@@ -47,6 +47,10 @@
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- type: Input
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context: "human"
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- type: Species
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Template: Human
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- type: Damageable
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- type: Eye
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zoom: 0.5, 0.5
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@@ -11,6 +11,8 @@
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sprite: Objects/laser_retro.rsi
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state: 100
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- type: HitscanWeapon
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damage: 30
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sprite: "Objects/laser.png"
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- type: Item
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Size: 24
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sprite: Objects/laser_retro.rsi
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9
Resources/Prototypes/Shaders/shaders.yml
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9
Resources/Prototypes/Shaders/shaders.yml
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@@ -0,0 +1,9 @@
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- type: shader
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id: circlemask
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kind: source
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path: "/Shaders/circlemask.gdsl"
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- type: shader
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id: gradientcirclemask
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kind: source
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path: "/Shaders/gradientcirclemask.gdsl"
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