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