Initial implementation of mineable resource distribution. Tech/design note in comment.
Design wise I was pingponging between Region based distribution and this. Ultimately I've decided that using bitmap in same way is better solution because:
It doesn't matter how I split / change region design, allowing for easier maintainability.
This is driven by single tiff with layers, when building tiff gets loaded, names matched against mineable materials enum, data compacted and processed, textures created and cached
@JanOrszulik You have such a knack for art direction, sheesh.
@Craigp Thanks!