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https://github.com/space-wizards/RobustToolbox.git
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* 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...
20 lines
633 B
C#
20 lines
633 B
C#
namespace Robust.Shared.GameObjects
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{
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public static class NetIDs
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{
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public const uint MAP_MAP = 1;
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public const uint MAP_GRID = 2;
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public const uint META_DATA = 4;
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public const uint TRANSFORM = 5;
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public const uint PHYSICS = 6;
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public const uint SPRITE = 8;
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public const uint POINT_LIGHT = 10;
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public const uint COLLIDABLE = 12;
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public const uint CLICKABLE = 14;
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public const uint APPEARANCE = 22;
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public const uint USERINTERFACE = 24;
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public const uint CONTAINER_MANAGER = 25;
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public const uint OCCLUDER = 26;
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}
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}
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