Alpha v1.0.0

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All Rust commits from Facepunch

48 total commits for branch:
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Grigler13/10/202515:15:30
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Grigler13/10/202515:06:40
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133967)

adjusted default deep sea height slope data to match expected minimum for deep sea (-64)

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Grigler13/10/202515:06:14
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133966)

better shore distance blending between islands

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Grigler13/10/202511:39:12
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133929)

s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)

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Grigler13/10/202511:37:29
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133928)

post-merge tropical scene 1/2/3 shore data rebake

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Grigler13/10/202511:32:03
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Grigler13/10/202511:22:57
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133926)

re-baked Tropical1 and Tropical2 to include waterheight data

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Grigler13/10/202511:22:44
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133925)

WaterHeight support for baked shore data

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Grigler13/10/202509:11:58
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Grigler09/10/202511:23:33
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Grigler09/10/202511:14:59
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133603)

compositing for SlopeData

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Grigler09/10/202511:14:21
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133602)

re-baked tropical1 and tropical2 to include slopedata

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Grigler09/10/202509:58:26
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133590)

DrawInspectorTextureAttribute folds with the field name

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Grigler09/10/202509:57:59
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133589)

initial coarse height baking

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Grigler09/10/202508:51:56
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Grigler08/10/202510:47:46
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133411)

Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors

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Grigler08/10/202510:22:40
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133405)

initial Terrain_WaterHeight separation and dummy data for both

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Grigler08/10/202510:04:04
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133399)

Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now

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Grigler07/10/202516:12:33
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133322)

- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data

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Grigler07/10/202514:11:49
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Grigler07/10/202514:09:47
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133290)

baked tropical2 shorevectors

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Grigler07/10/202514:09:25
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133289)

handle inactive terrain in bakes

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Grigler07/10/202514:05:15
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133288)

deep sea shorevector map initializes as ocean

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Grigler07/10/202513:47:52
rust_reboot/main/naval_update/deep_sea/shore_vectors (#133276)

re-attached baked shore vectors after accepting source from last merge, reran s2p

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Grigler07/10/202513:44:34
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Grigler03/10/202512:40:00
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132991)

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

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Grigler03/10/202510:20:03
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132959)

deleted old saved shorevector texture

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Grigler03/10/202510:17:01
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132957)

moved shorevector baking to the Tropical1 scene and reran s2p

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Grigler03/10/202509:26:14
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132948)

rebaked shorevectors

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Grigler03/10/202508:54:26
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Grigler02/10/202516:06:08
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132899)

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

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Grigler02/10/202513:43:56
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132885)

split client/server calls to write baked data

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Grigler02/10/202513:35:34
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132884)

fix rotation being inverted

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Grigler02/10/202513:21:39
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132882)

actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds

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Grigler02/10/202512:47:16
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132875)

corrected blit so it scales and rotates properly

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Grigler02/10/202512:47:23
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Grigler02/10/202510:15:12
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132855)

separate sizes, fixed scaling

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Grigler02/10/202509:22:05
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132848)

invert assert condition

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Grigler02/10/202508:58:48
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132844)

replaced debug line with asserts

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Grigler02/10/202508:48:17
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Grigler01/10/202516:52:39
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132785)

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

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Grigler01/10/202510:21:31
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132740)

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

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Grigler01/10/202509:00:21
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132730)

half-broken application of baked shore vectors

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Grigler30/09/202512:46:59
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132604)

renamed to BakedShoreVectors

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Grigler30/09/202512:45:26
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Grigler30/09/202512:41:51
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Grigler30/09/202512:39:33
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132599)

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

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Grigler30/09/202512:37:19
rust_reboot/main/naval_update/deep_sea/shore_vectors (#132598)

initial shore vector baker

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Rust Utility Hub - Commits - main/naval_update/deep_sea/shore_vectors