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

@@ -1,18 +0,0 @@
using Robust.Shared.Noise;
using Robust.Shared.Serialization;
namespace Content.Shared.Parallax.Biomes.Layers;
/// <summary>
/// Dummy layer that specifies a marker to be replaced by external code.
/// For example if they wish to add their own layers at specific points across different templates.
/// </summary>
[Serializable, NetSerializable]
public sealed partial class BiomeDummyLayer : IBiomeLayer
{
[DataField("id", required: true)] public string ID = string.Empty;
public FastNoiseLite Noise { get; } = new();
public float Threshold { get; }
public bool Invert { get; }
}