* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
11 lines
274 B
C#
11 lines
274 B
C#
namespace Content.Shared.Procedural.DungeonGenerators;
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/// <summary>
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/// Fills unreserved tiles with the specified entity prototype.
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/// </summary>
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/// <remarks>
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/// DungeonData keys are:
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/// - Fill
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/// </remarks>
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public sealed partial class FillGridDunGen : IDunGenLayer;
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