This next update to the generator came with multiple additional features as well as a huge overhaul to the code itself, re-aligning the system with the concepts of modularity, allowing iteration much quicker and easier by moving the directional arrays of rooms to a singular room pool with the logic determining which rooms are possible or not given the initial node, and finally the generator's directional biases were reduced so that generation in more directions per path are possible.
The code overhaul was necessary both in the interest of other designers and artists being able to iterate the system without reading a manual prior, and to reduce the overly convoluted nested ifs and whiles down to a more concise modular system.
The spawn nodes were updated with the capability to allow for different sized connection points now, meaning if we have a 4x4 opening it will only ever connect to a 4x4 opening but you can also have a 4x2 or 8x4 opening and they will always only connect with like openings. This system is denoted by the raised boxes along the paths, where the raised box is a larger opening and the smooth paths are smaller openings.
Finally the code was updated to allow for paths to split and generate in multiple directions per path simultaneously, allowing for the generator to create much more complex levels with more unique pathing to avoid fatigue and improve level diversity.