What is the room system [now, as opposed to the hangar add-ons it originally referred to]?
TL;DRThe room system lets designers mark up rooms for gameplay such as atmosphere pressure and gas mixing, with security and power later; the procedural hangar is still planned under a different system.
The room system is a generic way for designers to lay out volumes to describe areas that are associated with rooms that will have certain gameplay associated with them. The first kind of system that we're introducing into that is atmospheres. So we have these rooms that they lay out. It'll be in a ship or on a space station or on a planet, whatever. They lay out this room system, which is all these rooms with room connections, and then we describe, okay, what is the gas composition of these particular rooms in their atmospheres? What pressure are they at? And then whenever you open a door or an airlock, we start letting flow, change dynamically the pressures between the different rooms, and they'll start mixing their compositions, and people start dying, inevitably. Basically, the room system is a way for us to consolidate markup for the designers for several gameplay systems, which would be atmosphere, security, power distribution for stations and stuff, other things that we're still thinking of right now. But originally it was more of a procedural thing as far as the hangar. We still plan on doing that. It's just a different system, or at least a differently named system, that will do that.
There was some work done on the hangar. It did use this old technology called prefabs. The problem with that is you had to load all or nothing. And since we want streaming, we couldn't use that system. So we actually had another programmer named Ariel. He moved them all to this thing called an object container. And it's basically like a mini level that we stream in and out. So that's kind of the first step toward making an expandable hangar. So there's work here and there being done in different systems. It's all coming together.
What I like about Chad's room system, though, is that it's not a hacked system in which we're just using little triggers to determine whether you die or not.