I am guessing the main reason for such a affirmative "no" is due to the issue of inside/outside performance (same for lighting)?
Frontier, why not just bite the bullet and let us "zone off" areas as inside/outside. These zones can be defined with various methods:
- a selection of pre built "warehouse" prop buildings of varying sizes. As these are assets, its easy for PC to know the "inside" volume here.
- a warehouse "editor" that basically lets us lay a grid based inside area and then add multiple doors
- allow us to drag a cube area, or multiple cube areas attached to our building. This is a manual operation, but will allow us fine control.
- an auto calculated zone. If we flag a building as "inside" then make PC calculate the inside zone based on bounds + some filtering on certain asset types
Once you know whats inside and what is not, does that not remove most of the performance issues associated with weather?
Also as an added bonus there is an entirely new system to build dark ride lighting, guest behaviours and much more.
- "its cold, i wish this park had more inside attractions."
- "I am excited to see what is inside this building."
- "The smell of the toilets is really bad inside *the warehouse*"
Essentially you could make PC see "inside" as a park attraction that guests want to visit!
Expanding upon that, if there
was some form of "warehouse" or "warehouse editor", you could charge admission. This could be used to design walk through rides!