Graveyards

Spent today working on extending procedural geometry, toward creating a procedural graveyard.  Obviously it’s not really there yet, but I’ve now got support for randomised features, for automatically creating models inside a space, etc.  All of this geometry here is automatically created, when you place a single graveyard.  It all works together as a single “graveyard” building.  (todo:  thinking about putting the graveyard onto a plinth, to avoid the “cutting into the terrain” problems that you can see here)

I’ve also vastly improved PCs going to fight monsters;  the PCs and monsters now run up to each other to fight, they don’t run past each other any longer.  Yay.

I think I’m going to spend another day on graveyards, and then it’ll be on to the M1-specific features, cleaning up for that first milestone build.