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feat: scene point commands take a step and use brick LOTs from the BrickIDTable
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -837,7 +837,7 @@ void SlashCommandHandler::Startup() {
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Command SpawnScenePointsCommand{
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.help = "Spawn bricks at points across your current scene",
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.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
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.info = "Spawns bricks across the player's current scene using terrain scene map data, one every <step> heightmap points (default 8). Usage: /spawnscenepoints (step)",
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.aliases = { "spawnscenepoints" },
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.handle = DEVGMCommands::SpawnScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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@@ -845,8 +845,8 @@ void SlashCommandHandler::Startup() {
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RegisterCommand(SpawnScenePointsCommand);
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Command SpawnAllScenePointsCommand{
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.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
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.info = "Spawns bricks at every vertex in the terrain mesh for all scenes in the zone. WARNING: Creates a massive number of entities for maximum accuracy visualization.",
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.help = "Spawn bricks across all scenes in the zone",
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.info = "Spawns bricks across every scene in the zone, one every <step> heightmap points (default 8; 1 = every point, a massive number of entities). Usage: /spawnallscenepoints (step)",
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.aliases = { "spawnallscenepoints", "spawnallscenes" },
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.handle = DEVGMCommands::SpawnAllScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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