Draft setup for persistent tree groups #6097
Draft
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Description of the proposed changes
This is based on a suggestion of @clyfordv where when a tree group breaks (because of a collision, damage, etc) we do not delete the group and instead spawn in individual trees that are not reclaimable. That way we can still reclaim the tree group as a whole, and instead reduce the mass value as individual trees are destroyed.
Testing done on the proposed changes
Additional context
Ran into a strange bug where I am unable to change the mesh of a tree group after creating it.
When the tree group 'breaks' we want to hide the mesh of the tree group itself. This allows the individual trees to take over, which in turn allows for interactions with units and damage.
Attempts:
Checklist