🎮 Game

Data component that marks a generated building part for the Advanced Mapping Tools editor package. Stores the part's id, generator, kind, category, seed, dimensions and the generator's baseline transform, geometry/material hashes and tint so manual edits can be detected. All fields are serialized properties; nothing runs at runtime.

🔧 Editor

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🐞 Possible Bugs

editor/AdvancedMappingTools/Editing/TerrainPadEditor.cs
The height blend uses the local Z of the trace point as the target height while the sample positions are built from grid X/Y with Z set to zero, so the target height is only correct when the terrain sits on a Z-aligned transform.
Restore copies the whole saved height array into HeightMap starting at index 0 regardless of region, so the region parameter is ignored and the full map is always overwritten.
editor/AdvancedMappingTools/Geometry/StairEditor.cs
BuildStairs calls Flight() and then BuildNosing() with the same arguments, while Flight() already calls BuildNosing() itself, so on non-solid straight stairs with Nosing > 0 every nosing box is emitted twice.
editor/AdvancedMappingTools/Procedural/PipeGenerator.cs
In Supports, `size` is scaled down by 0.4 inside the per-support loop when Hang is set, so the hanging rods do not all get the same thickness.