* Additive lighting * adds options for all your optional needs * one last tiny adjustment before we hit the create pr button * spaghetti condensing * add ccvar * overlight correction * fix requested changes * cvar fix * last fix * nice --------- Co-authored-by: deathride58 <deathride58@users.noreply.github.com> Co-authored-by: MetalSage <metalsage.official@gmail.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Ed <edwardxperia2000@gmail.com>
20 lines
883 B
C#
20 lines
883 B
C#
using Robust.Shared;
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using Robust.Shared.Configuration;
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namespace Content.Shared._CP14.Configuration;
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[CVarDefs]
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public sealed class CP14ConfigVars : CVars
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{
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public static readonly CVarDef<bool>
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WaveShaderEnabled = CVarDef.Create("cp14_rendering.wave_shader_enabled", true, CVar.CLIENT | CVar.ARCHIVE);
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/// <summary>
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/// Toggle for non-gameplay-affecting or otherwise status indicative post-process effects, such additive lighting.
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/// In the future, this could probably be turned into an enum that allows only disabling more expensive post-process shaders.
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/// However, for now (mid-July of 2024), this only applies specifically to a particularly cheap shader: additive lighting.
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/// </summary>
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public static readonly CVarDef<bool>
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PostProcess = CVarDef.Create("cp14_graphics.post_process", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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}
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