feat: scene point commands take a step and use brick LOTs from the BrickIDTable

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-16 11:13:19 -05:00
parent 200958dd79
commit fc70efa503
3 changed files with 38 additions and 20 deletions

View File

@@ -837,7 +837,7 @@ void SlashCommandHandler::Startup() {
Command SpawnScenePointsCommand{
.help = "Spawn bricks at points across your current scene",
.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
.info = "Spawns bricks across the player's current scene using terrain scene map data, one every <step> heightmap points (default 8). Usage: /spawnscenepoints (step)",
.aliases = { "spawnscenepoints" },
.handle = DEVGMCommands::SpawnScenePoints,
.requiredLevel = eGameMasterLevel::DEVELOPER
@@ -845,8 +845,8 @@ void SlashCommandHandler::Startup() {
RegisterCommand(SpawnScenePointsCommand);
Command SpawnAllScenePointsCommand{
.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
.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.",
.help = "Spawn bricks across all scenes in the zone",
.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)",
.aliases = { "spawnallscenepoints", "spawnallscenes" },
.handle = DEVGMCommands::SpawnAllScenePoints,
.requiredLevel = eGameMasterLevel::DEVELOPER