Biome rework (#37735)

* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* Port the work over

* wawawewa

* zoom

* Kinda workin

* Adjust wawa

* Unloading work

* Ore + entitytable fixes

Iterate every dungeon not just last.

* Big shot

* wawawewa

* Fixes

* true

* Fixes

# Conflicts:
#	Content.Server/Procedural/DungeonJob/DungeonJob.cs

* wawawewa

* Fixes

* Fix

* Lot of work

* wawawewa

* Fixing

* eh?

* a

* Fix a heap of stuff

* Better ignored check

* Reserve tile changes

* biome

* changes

* wawawewa

* Fixes & snow

* Shadow fixes

* wawawewa

* smol

* Add layer API

* More work

* wawawewa

* Preloads and running again

* wawawewa

* Modified

* Replacements and command

* Runtime support

* werk

* Fix expeds + dungeon alltiles

* reh

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2025-07-03 14:36:06 +10:00
committed by GitHub
parent fdf3d6715e
commit fe7b96147c
116 changed files with 3005 additions and 3537 deletions

View File

@@ -1,8 +1,6 @@
using System.Numerics;
using Content.Client.Parallax.Managers;
using Content.Shared.CCVar;
using Content.Shared.Parallax.Biomes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
@@ -19,7 +17,6 @@ public sealed class ParallaxOverlay : Overlay
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IParallaxManager _manager = default!;
private readonly SharedMapSystem _mapSystem;
private readonly ParallaxSystem _parallax;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
@@ -28,13 +25,12 @@ public sealed class ParallaxOverlay : Overlay
{
ZIndex = ParallaxSystem.ParallaxZIndex;
IoCManager.InjectDependencies(this);
_mapSystem = _entManager.System<SharedMapSystem>();
_parallax = _entManager.System<ParallaxSystem>();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace || _entManager.HasComponent<BiomeComponent>(_mapSystem.GetMapOrInvalid(args.MapId)))
if (args.MapId == MapId.Nullspace)
return false;
return true;