{"push_id":2052107252,"size":1,"distinct_size":1,"ref":"refs/heads/develop","head":"56db3fb27bbc920f5e3a8945cf3cfe2068b5478a","before":"bddd9e109702117b3800fcc4540cf4dcf2d16d08","commits":[{"sha":"56db3fb27bbc920f5e3a8945cf3cfe2068b5478a","author":{"name":"DooblyNoobly","email":"bedc733cbe0feb74d950237edc1dcb38b9a71a73@smashingpixels.com.au"},"message":"Crit Overlays part 1\n\nAdded:\n- OverlayCritHole shader. It takes a texture and cuts out a hole in the\ncenter. Fade off can also be adjusted to blur the edges\n- Added a color property to the shader so it can be adjusted for\ndifferent scenarios (red for being attacked while unconscious, black\nfor almost dead etc)\n- Added OverlayCrit component to handle the overlay texture. It will be\nused to control the animations in part 2\n- Added method to reset the overlay position when the UI changes\n(resizes etc)\n- Added Unconscious.psd. This is the texture that is being used as the\noverlay. Made it a psd so it can be improved up on aesthetically (will\nwork on this more in part 2)\n\nTODO (part 2):\n- Create the conditions to trigger each animation. The texture will be\nanimated by controlling the properties of the shader itself\n- Add the soundeffects (pumping heart, ambience)\n- Tie it in with the health of the player","distinct":true,"url":"https://api.github.com/repos/unitystation/unitystation/commits/56db3fb27bbc920f5e3a8945cf3cfe2068b5478a"}]}
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