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
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -47,6 +47,10 @@
- type: Input
context: "human"
- type: Species
Template: Human
- type: Damageable
- type: Eye
zoom: 0.5, 0.5

View File

@@ -11,6 +11,8 @@
sprite: Objects/laser_retro.rsi
state: 100
- type: HitscanWeapon
damage: 30
sprite: "Objects/laser.png"
- type: Item
Size: 24
sprite: Objects/laser_retro.rsi

View File

@@ -0,0 +1,9 @@
- type: shader
id: circlemask
kind: source
path: "/Shaders/circlemask.gdsl"
- type: shader
id: gradientcirclemask
kind: source
path: "/Shaders/gradientcirclemask.gdsl"