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773 iron by biome (Revolutionary-Games#776)
* Biomes now hold a list of "chunks" in their json, it doenst do anything right now. * Compound grab radius is now halved for bacteria. 9 I needed something for the dev build) * Changed aborber system halving to a more robust and usable "scale" based system * On nitrogenase protein the tooltip now shows the nitrogen icon instead of the word nitrogen, retooled css so we can add many of these new icons inside tooltips without problems for @nickthenick, recoolored phosphate * Added chunk object to c++ and the json now also loads it up. * Chunk now uses std::move to prevent memory leaks. * ran code formatting script * Removed std::move from copy constructor, it should only be used in the move constructor. * meshes are now retrieved and stored, also added methods for getting chunks by ID, now basically i just need a bunch of methods and then to get rid of the current chunks and get the spawners set up and cleared in biomes.as * All data except meshes can now be accessed for the new chunks * ran formatting script * Made tweaks to UI that were requested in: Revolutionary-Games#774 * Implemented mesh accessors to the chunks * Implemented new system for having chunks per biome fully, eveyrthing is working now it spawns the chunks in each biome properly with the defined stats etc. Also upped mass of all iron chunks in biomes.json file The only part that isnt fully implemented is the compounds in the chunks. * chunk compounds can now vary by chunk, and now its all done. * fixed some bugs, added ice chunks * got rid of extra qualifiers that were causing ci to fail woops * fixed a bunch of hhyyrylainen's issues * Mesh accessors now use size_t * Added chunkScale parameter, made iron have what it used to have, added giant ice crystals * changed giant ice crystals * Changed absorber scale to be based on multiplication
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