branchrust_reboot/main/hackweek_fp_rusteditcancel
23 Commits over 0 Days - ∞cph!
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
Simple monuments now registered with tools rather than just groups
Added monument blacklist to world config as well as map tools
Set monument settings to the world setup defaults if they dont exist in the config
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
Decor and monument components will now look at the world config to see if they are listed
If listed they will set their values to the overriden values set in the config
If disabled they will stop their spawn from happening
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size)
Load in config to tools first
Setup JsonConverter for spawn filter flags
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Added debug functions to print out all monument and decor descriptions - will use these as part of a blocker list in order to prevent certain monuments/decor pieces from spawning
Exposed: rail ring, rail ring min world size requirement (config & tools)
Exposed: above ground rails, below ground rails (tools)
Route all map tools through world config~
This will expose all of my new properties to server owners should we decide to merge this to main
World Setup now looks for editor tools config files should we be currently in editor
Editor can now override world configs
Added grouped component object to look for all components that are integral for x function to work
This means we can check if all components that are necessary for roads are available, meaning we can delete/add the required ones at will
More code cleanu
Ability to toggle road generation
Ring road enabling/disabling + min world size customisation
Save current scene before gen takes place
Map generation now ensures client + server
Editor starts playing when map generation button is pressed
Map tools now inject appropriate sizing and seed values into WorldSetup
Correct WorldSetup reference grabbed
Sanity check to ensure we are in the correct scene
Button link up
Initial update loop