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>
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@@ -81,9 +81,16 @@ public sealed partial class DungeonJob
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{
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var tile = validTiles[j];
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
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_maps.SetTile(_gridUid, _grid, tile, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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var tileVariant = _tile.GetVariantTile((ContentTileDefinition)tileDef, random);
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_maps.SetTile(_gridUid, _grid, tile, tileVariant);
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AddLoadedTile(tile, tileVariant);
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_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
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var uids = _entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
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foreach (var uid in uids)
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{
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AddLoadedEntity(tile, uid);
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}
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}
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if (validTiles.Count > 0)
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