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
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@@ -6,6 +6,7 @@ using Content.Client.GameObjects.Components.StationEvents;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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@@ -44,7 +45,7 @@ namespace Content.Client.StationEvents
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// TODO: When worldHandle can do DrawCircle change this.
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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public RadiationPulseOverlay() : base(nameof(RadiationPulseOverlay))
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public RadiationPulseOverlay()
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{
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IoCManager.InjectDependencies(this);
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_lastTick = _gameTiming.CurTime;
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