branchrust_reboot/main/wallpapercancel
191 Commits over 122 Days - 0.07cph!
▉▉▍▉▆ ▌▊▍▆▄▆▊▊ ▌▅▌▇▄ ▊▆▅▌▆▍▆▌▆ ▊▊ ▍▋▇▆▌▋▇▄▋ ▉▉▅▍▆▊▇ ▉▍▊▇▅▋ ▆▄▌▄▋▇▄▇▇▉ ▄▇ ▇▆▌█▌▅
Fixed hardside wallpaper rarely considered inside when building rock bases
Restored playground scene
Adjusted the hardside wallpaper outside checks
Fixed spraycan free painting not working on hard side wallpaper
Fixed spraycan wallpaper reskin missing condition
We now check for exposed wallpaper when running the decay tick
Adjusted the inside check rays
Fixed low wall wallpaper socket pos
Fixed missed wallpaper conditional models
Applied the new conditional models to all grades and skins
Optimized and tightened the outside checks
Working damages and spraycan reskins
Hammer pickup working on both sides, correct skin ID applied to each side, code cleanup
Applied the new wallpaper sockets to the other building blocks
Manifest
NRE fix, increased inside checks distance
Reworked wallpaper sockets, they now use Socket_Specific instead of ConstructionSocket
Added SocketMod_Inside, requiring the construction to be placed inside a base (applied to the hard-side wallpaper)
Wallpaper deployable on building block hard-side, only when inside the base
Any hard-side wallpaper exposed to the outside world is removed
Very wip
Increased the wallpaper spray can use distance from 3 to 5 meters
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
More null checks in WallpaperPlanner.OnFrame
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
Fixed wallpaper construction possible mismatch when the current placement is invalid
More wallpaper skin renames
Wallpaper.OnFrame NRE fix attempt
Updated default wallpaper viewmodel material to match the tiling we set in code
Switched wallpaper health to float so it can take decimal damages
Increased wallpaper decay protection so they don't die too quickly when placed on a decaying block
Gave wallpaper skins proper names
Updated the tiling and offset we apply to the wallpaper viewmodel at runtime
Updated Wallpaper World Model to Fix LOD UV errors
Updated viewmodel rig mesh with Alfies UV update
Updating Wallpaper View Model and World Model FBX's so the UV scaling is decreased by 0.5 in X direction
Updated Wallpaper View Model and World Model to fix stretched UVs
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
Remove wallpaper_radius command
Remove setwallpaper and removewallpaper commands in the ent command
Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id)
Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper
Both of the above convars can now take -1 as a skin id and a random wallpaper will be used
Added clear_wallpaper_radius, will remove any wallpapers in the given radius
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
Added wallpaper_radius command, works the same as upgrade_radius
Updated wainscotting icons
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
Removed wallpaper glowboard A and B skins
Updated skins list
Fixed satchels not damaging wallpaper
Slightly decreased bullet protection