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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using Robust.Shared.Prototypes;
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namespace Content.Shared.Parallax.Biomes.Markers;
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/// <summary>
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/// Specifies one-off marker points to be used. This could be for dungeon markers, mob markers, etc.
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/// These are run outside of the tile / decal / entity layers.
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/// </summary>
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public interface IBiomeMarkerLayer : IPrototype
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{
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/// <summary>
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/// Biome template to use as a mask for this layer.
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/// </summary>
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public Dictionary<EntProtoId, EntProtoId> EntityMask { get; }
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public string? Prototype { get; }
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/// <summary>
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/// How large the pre-generated points area is.
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/// </summary>
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public int Size { get; }
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}
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