Maps are editor-built scenes: [Tool] Playground/Crag, headless rebuild for agents

scenes/maps/playground.tscn and crag.tscn are generated by the map scripts' Rebuild (inspector
button, or godot-mono --headless --path . tools/rebuild_maps.tscn) and loaded as saved by the game,
so hand edits stick. The crag route is saved as Marker3D nodes and crag_spike checks the saved
scene. Layout verified identical to the code-built one (tools/map_dump.tscn).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 20:10:10 +03:00
1 parent 3e300c7f04
commit df7a2c5a89
17 files changed
+6863 -65

No files matched your search

+2 -1
View File
@@ -1128,7 +1128,8 @@ public partial class RagdollSpike : Node3D
private void SetupPlayground()
{
Rest();
_playground = new Playground { Position = new Vector3(0f, 0f, 40f) }; // far from the player
_playground = GD.Load<PackedScene>("res://scenes/maps/playground.tscn").Instantiate<Playground>(); // the saved scene
_playground.Position = new Vector3(0f, 0f, 40f); // far from the player
_stage.AddChild(_playground);
}