All Rust commits from Facepunch
parallel blit
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
better shore distance blending between islands
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
post-merge tropical scene 1/2/3 shore data rebake
merge from deep_sea
re-baked Tropical1 and Tropical2 to include waterheight data
WaterHeight support for baked shore data
merge from deep_sea
compile fixes
compositing for SlopeData
re-baked tropical1 and tropical2 to include slopedata
DrawInspectorTextureAttribute folds with the field name
initial coarse height baking
merge from deep_sea
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
initial Terrain_WaterHeight separation and dummy data for both
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
tropical2 s2p
baked tropical2 shorevectors
handle inactive terrain in bakes
deep sea shorevector map initializes as ocean
re-attached baked shore vectors after accepting source from last merge, reran s2p
merge from deep_sea
basic initial baked shore vector override component to let us specify zero shoredistance around areas that wouldn't normally result in shorevectors due to a lack of terrain (ghost ships, floating cities) - will let us stop storm waves just taking over the floating city in storms as they have no terrain to generate shore vectors
deleted old saved shorevector texture
moved shorevector baking to the Tropical1 scene and reran s2p
rebaked shorevectors
merge from deep_sea
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
split client/server calls to write baked data
fix rotation being inverted
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
corrected blit so it scales and rotates properly
missing file
separate sizes, fixed scaling
invert assert condition
replaced debug line with asserts
merge from deep sea
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking) - adjusted blitting func, untested though
half-broken application of baked shore vectors
renamed to BakedShoreVectors
cleanup
rebaked
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
initial shore vector baker