branchrust_reboot/main/wallpapercancel
128 Commits over 122 Days - 0.04cph!
Added commands to easily apply and remove wallpaper to building blocks
- ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks)
- ent removewallpaper <radius>
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Skin setup
Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
Added a setting to ItemSkin to let us flag a skin as unlocked by default
Restored wallpaper.entity WallpaperModelRenderer components
Fixed WallpaperModelRenderer server fields mismatch
Fixed wallpaper pickable and skinnable from the hardside of a doorway without a door
wallpaper_viewmodel by default on view model and world model prefabs
Restored wallpaper viewmodel refs
Tweaked wallpaper icon framing, generated the default one - the other will come later this wee
Added first person deploy sound to wallpaper
Pulled out the view/world model logic from WallpaperPlanner to WallpaperModelRenderer
Fixed wallpaper viewmodel missing shadows
Fixed wallpaper world model skin material not being swapped for all LODs
Reverted the -1 Y tiling in code, pushed by accident
Set the viewmodel to use the wallpaper mats, but add the AO and normal maps into the detail layer
Tweaked the viewmodel base material to match the blue default skin
Fixed WallpaperPlanner.OnFrame NRE
Fixed wallpaper deployable mismatch when looking in between two building blocks
Named all skins and changed phrase token
World model prefabs, colliders, outline etc
Updated drag and drop inventory sounds
Fixed floating wallpaper world model in first person view
Icons test
Viewmodel and world model texture swapping wip
Set viewmodel default texture to blue (the default wallpaper skin)
Wallpaper viewmodel deploy animation when deploying
Reset wallpaperID to 0 after removing wallpaper
Removed unused wallpaper code in Spraycan ChangeItemSkin RPC
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
Added green wallpaper placeholder icon
Folder cleanup
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
Do not merge dropped items with a different skin id, fixes dropped wallpaper with different skins merging together
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Reverted skin list before merging to main
Line of sight checks again, TraceAll instead of a single Raycast
Better line of sight checks, fixes various building blocks blocking wallpaper placement, pickup and reskin
Also added a line of sight blocked toast
Fixed industrial lamp and simple light wires clipping with wallpaper
Make sure we take damage from decay too
Added an admin convar to draw wallpaper health on screen 'buildingblock.debugwallpaperhealth'
Fixed explosive and fire damages not damaging wallpaper
Reduced melee and fire damage protection
Fixed DoPlace rpc error when deploying something while not looking at any entity
Wallpaper item description
Tweaked craft time
Folders cleanup
Codegen, manifest
Updated wallpaper skin ids (was colliding with new skins released recently)
Fixed server deployable mismatch check
Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block
Fixed deploy mesh mismatch when looking around