Fixy fixes (#656)

* fix shaders

* fix organs-artifacts

* cleanup using

* reduce artifacts count

* fix artifacts on nukie station + reduce artifacts count

* remove backwards accent from random accent aspect

* new accents for RandomAccentAspect
This commit is contained in:
ThereDrD
2024-08-23 01:55:24 +03:00
committed by GitHub
parent aedaf4fc25
commit 5b3d6248d0
7 changed files with 40 additions and 36 deletions

View File

@@ -55,13 +55,13 @@ public sealed class LightingOverlay : Overlay
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var component, out var xform))
var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, PointLightComponent, TransformComponent>();
while (query.MoveNext(out _, out var component, out var pointLight, out var xform))
{
if (xform.MapID != args.MapId)
continue;
if (!component.Enabled)
if (!component.Enabled ?? !pointLight.Enabled)
continue;
var worldPos = _transformSystem.GetWorldPosition(xform, xformCompQuery);
@@ -69,10 +69,7 @@ public sealed class LightingOverlay : Overlay
if (!bounds.Contains(worldPos))
continue;
var color = component.Color;
if (color == null && _entityManager.TryGetComponent<PointLightComponent>(uid, out var pointLight))
color = pointLight.Color;
var color = component.Color ?? pointLight.Color;
var (_, _, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformCompQuery);
handle.SetTransform(worldMatrix);

View File

@@ -1,21 +0,0 @@
using Content.Shared._White.Lighting.Shaders;
using Content.Shared.Power;
using Robust.Client.GameObjects;
namespace Content.Client._White.Lighting.Shaders;
public sealed class TogglingLightOverlaySystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<LightingOverlayComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, LightingOverlayComponent component, AppearanceChangeEvent args)
{
if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var state))
return;
component.Enabled = (bool) state;
}
}