Add layered inland cliff generation

This commit is contained in:
Voyager 2026-08-20 17:53:38 -04:00
parent 2710544070
commit 86372a652e
66 changed files with 1552 additions and 79 deletions

View file

@ -1,7 +1,10 @@
[gd_resource type="Resource" script_class="TerrainPropDefinition" load_steps=3 format=3]
[gd_resource type="Resource" script_class="TerrainPropDefinition" load_steps=6 format=3]
[ext_resource type="Script" path="res://world/generation/terrain_prop_definition.gd" id="1_definition"]
[ext_resource type="PackedScene" path="res://world/generation/props/assets/prop_tree_3.glb" id="2_scene"]
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_light.tres" id="3_leaf_light"]
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_mid.tres" id="4_leaf_mid"]
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_dark.tres" id="5_leaf_dark"]
[resource]
script = ExtResource("1_definition")
@ -12,6 +15,10 @@ procedural_group = &"grass_tree"
required_chunk_tags = PackedStringArray("grass")
minimum_spawn_chunk_distance = 2
clearance_radius = 1.8
minimum_visual_scale = 0.85
maximum_visual_scale = 1.15
variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark")
material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
collision_radius = 0.55
collision_height = 4.2
gatherable_anchor_height = 2.15