Banana 2077
README.md
game.shops.stalls
Builds Banana 2077's five vendor stalls at runtime from procedural geometry
(game.shared.geo + game.city.kit), one per vendor in game.shops.catalog,
standing at the vendor's anchor and facing the street (stall-local +Z).
S.build(parent, id)spawnsshop_stall_<id>underparent: one Model per material (every piece of that material merged into one mesh, cached per session), a neon shop sign, one point light, two box colliders and steam where something cooks. About a dozen entities per stall; rebuilding replaces the old root rather than doubling it.S.cull(stall, px, pz)hides the models pastS.VIEW_DIST(110 m) and turns the light off pastS.LIGHT_DIST(48 m), writing only when the state flips.S.destroy(stall)despawns it.
Called by the Shops component, which builds the stalls under mount_shops
in play and destroys them in onDestroy.