VGRoid support (#27659)
* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Connects dungeons via points that get subdivided.
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/// </summary>
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public sealed partial class SplineDungeonConnectorDunGen : IDunGenLayer
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{
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/// <summary>
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/// Will divide the distance between the start and end points so that no subdivision is more than these metres away.
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/// </summary>
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[DataField]
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public int DivisionDistance = 10;
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/// <summary>
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/// How much each subdivision can vary from the middle.
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/// </summary>
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[DataField]
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public float VarianceMax = 0.35f;
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}
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