Files
RobustToolbox/Robust.Shared/GameObjects/Components/NetIDs.cs
T
Pieter-Jan BriersandGitHub 32bafb66a8 Shadows & FOV. (#992)
* Work on shadow casting.

* Shadowcasting depth works, code cleanup

* Adds #include support to SWSL parser.

* Move lighting shader to swsl.

Also more shader parser fixes.

* Move PI constant to correct file.

* Got functional FOV, working on wall bleed.

* Hey, it kinda works.

* Occluder component now lives in shared.

* Optimizations.

* Fix light map color format.

I set it to something else while testing perf.

* Front face cull final FOV pass.

* Fix holes in occlusion geometry due to disabled occluders.

* Starting work on better wall handling.

* Some comments.

* Improve font-face-culled FOV pass.

* Improve various light biasing things.

* VSM, smooth shadows.

Also unused VSM blurring because it didn't work but committing it like this will forever keep it in Git somewhere.

* FOV smoothing, looks kinda awful.

* Base wall bleed blur strength on camera size.

* The part where I give up.

* Comments. Many comments.

* Allow eyes to disable FOV.

* Improve OccluderComponent on the client.

* Update for occluder component changes.

* Maybe do this properly...
2020-02-23 17:18:58 +01:00

20 lines
633 B
C#

namespace Robust.Shared.GameObjects
{
public static class NetIDs
{
public const uint MAP_MAP = 1;
public const uint MAP_GRID = 2;
public const uint META_DATA = 4;
public const uint TRANSFORM = 5;
public const uint PHYSICS = 6;
public const uint SPRITE = 8;
public const uint POINT_LIGHT = 10;
public const uint COLLIDABLE = 12;
public const uint CLICKABLE = 14;
public const uint APPEARANCE = 22;
public const uint USERINTERFACE = 24;
public const uint CONTAINER_MANAGER = 25;
public const uint OCCLUDER = 26;
}
}