
The first example is allowing specific layers to be exempt from lighting. Luckily, Godot was not desiged at the turn of the millenium, so we can write our own fancy graphics! BYOND never really supported this, only giving you specific presets like color matrices and 512’s simple filters. Which yes, is one of the many things they’re used for. So you might’ve heard the word “shader” used as a fancy way to say dude fancy graphics.

Layers can even have custom scaling and rotation. I killed off all except SpriteComponent already in the Godot refactor, because they were too painful to maintain. The APIs were also horrible, and they couldn’t be controlled from the server, which was also a major pain point. You’ll note that in say BYOND, there’s no distinction, so these should just be merged.
BYOND DOWNLOAD 512 CODE
Because item code and such isn’t in the main engine anymore (thank god), That leaves us with two component that actually matter: SpriteComponent and AnimatedSpriteComponent. I’m sure all of this worked at some point, but horrendously poorly, and awfully thought out. Nothing made sense and everything just used WearableAnimatedSpriteComponent because it was easiest to put into a prototype, although the animations system never worked. You’d think this is pretty simple, but this is how many sprite component variants there were in the main engine:

So when you want an entity to render on the map, you need a component that gives it a sprite.
