Adds basic camp generation and placement logic to the map generation process.
It attempts to place the camp in a valid location, avoiding paths and water bodies. It also sets the player's spawn point to the center of the generated camp, including some basic camp props like a tent, campfire, and bed.
Additionally, vegetation spawning is now dependent on the `should_spawn_*` methods of the `CellDataResource`, allowing more control over what spawns where.
Implements bush and flower spawning on ground tiles based on vegetation density.
Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance.
Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass.
Refactors material application into a MaterialManager to handle material assignments over multiple frames.
Moves ground tile scripts into a subfolder.
Adds floating particles to test scene.
2025-06-29 10:58:18 +01:00
Renamed from Entities/GroundTile/ground_tile.gd (Browse further)