Dynamic space world generation and debris. (#15120)

* World generation (squash)

* Test fixes.

* command

* o

* Access cleanup.

* Documentation touchups.

* Use a prototype serializer for BiomeSelectionComponent

* Struct enumerator in SimpleFloorPlanPopulatorSystem

* Safety margins around PoissonDiskSampler, cookie acquisition methodologies

* Struct enumerating PoissonDiskSampler; internal side

* Struct enumerating PoissonDiskSampler: Finish it

* Update WorldgenConfigSystem.cs

awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
This commit is contained in:
Moony
2023-05-16 06:36:45 -05:00
committed by GitHub
parent cdb46778dc
commit e91fc652a3
54 changed files with 2748 additions and 1 deletions

View File

@@ -86,6 +86,10 @@ public sealed class PrototypeSaveTest
if (prototype.Abstract)
continue;
// Yea this test just doesn't work with this, it parents a grid to another grid and causes game logic to explode.
if (prototype.Components.ContainsKey("MapGrid"))
continue;
// Currently mobs and such can't be serialized, but they aren't flagged as serializable anyways.
if (!prototype.MapSavable)
continue;