Why don't you introduce us to the idea of loot generation and what we're working towards?
TL;DRLoot generation fills locations with items picked from a big pool by tags (such as medical or toilet) applied to a location, room or spawn point, so loot fits where it is found.
So the idea came about as we noticed that the Actor Feature Team was working on looting. So the problem came that they were working on looting, but we didn't have anything to loot. They were thinking, yeah, loot from the character you just killed. But that is just a part of the puzzle. We would like to have a rich world in which, if I enter an underground facility, well, there's stuff there I can just pick up, I can just loot, I can steal. So there's the legal part of looting, where you go there and you find things that belong to no one; it's yours now. Then there's the stealing part of looting, as in this crate of goodies is in someone's house. He is there. If he sees you do it, that's theft. So the loot generation pretty much covers the generation of various types of items based on tags. And I think I can let Jacob talk a bit more about this part, because he's doing more of the engineering and how that works. So all I can say is that it just pretty much picks from a big pool of items that are tagged in a certain way, the ones that match that location. So if it's a desert medical outpost, I expect to find medical things. I expect to find crates that are, I don't know, refrigerated so they don't melt. If it's a beating heart inside, it doesn't melt in the desert. It needs to have medical brands on the crates, and the items inside there to be branded from any of our medical companies. So all of this stuff, we start with the location and we do various spawn points inside that location, like on a shelf, where it can spawn. We put a point, and that's where a crate can spawn, where we tag how big it can be. And we can choose how we do this, where I can choose a medical location where I just spawn military equipment, because that's what I want. That's what my scenario needs. But in general, we want to be like, well, this is a medical location. It has a medical tag. That tag is propagated to... let's say it's an outpost, the entire outpost. All the spawn points get that tag. Automatically, everything in there spawns medical things. Now, let's say I have a toilet in there. Generally, we don't want medical things to spawn in the toilet. So inside that room, I just go, hey, you are now a toilet. So everything gets a toilet tag now instead of the medical tag. Every crate that spawns in there will have to be toilet specific. I might find janitorial equipment. So when I open that crate, the UI will show me, well, there's a mop. There's whatever janitorial equipment is needed in that area.