Commit Graph

4000 Commits

Author SHA1 Message Date
Auke Kok
80cec4702d Fix connected nodes' selection boxes.
This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
2016-03-21 17:42:20 +00:00
paramat
493a298c0c Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhere
A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
2016-03-21 17:42:13 +00:00
ShadowNinja
93887043d9 Clean up Strfnd
Changes:
  * Fix indentation.
  * Pass strings by const reference.
  * Merge Strfnd and WStrfnd into one class instead of copying them.
  * Remove trailing spaces.
  * Fix variable names.
  * Move to util.
  * Other miscellaneous style fixes.
2016-03-19 21:27:57 -04:00
paramat
f1aea6b4ff Mgv7: Limit pseudorandom caves to surface mapchunk or below
To avoid bright caves at mapchunk borders when generating mapchunks upwards
2016-03-19 17:56:35 +00:00
Auke Kok
c5c727d627 Allow NodeTimer, ABM and block mgmt interval changes.
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.

However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.

On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.

The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.
2016-03-19 17:56:26 +00:00
Ekdohibs
095f623fa7 Remove chat escape sequences from chat messages, for future colored chat. 2016-03-15 17:33:15 +01:00
est31
af30183124 Add option to not send pre v25 init packet
The legacy init packet (pre v25) sends information about the client's
password that a server could use to log in to other servers if the
username and password are the same. All the other benefits of SRP of
protocol v25 are missed if the legacy init packet is still sent during
connection creation.

This patch adds an option to not send the v25 init packet. Not sending
the v25 packet means breaking compat with pre v25 servers, but as the
option is not enabled by default, no servers are affected unless the
user explicitly flips the switch. More than 90% of the servers on the
serverlist support post v25 protocols.

The patch also fixes a bug with greying out of non compliant servers
being done wrongly, the min and max params were mixed.
2016-03-15 17:20:09 +01:00
est31
2607b97b4f Fix two reconnect bugs
Fix two bugs related to the reconnect feature
introduced by commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

1. Set the password to the stored one

Before, we have done the reconnect attempt with a
cleared password, so using the feature would only
work if you had an empty password.
Thanks to @orwell96 for reporting the bug.

2. Reset the reconnect_requested flag after its use

the_game only writes to the reconect_requested flag
if it sets it to true. It never sets it to false.
If the flag is not reset after its use, all "reset"s
to the main menu will look like the server had
requested a reconnect.
2016-03-15 08:55:45 +01:00
est31
e0151d1054 Much better API for auth.{cpp, h}
* No function overloading
* Adhere coding style and with method names following
  lowercase_underscore_style
* Use std::string in external API, handling these is
  much more fun
2016-03-15 05:55:49 +01:00
paramat
bb2ee54d3b Mapgen: Fix light in tunnels at mapchunk borders
Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
2016-03-14 08:45:01 +00:00
HybridDog
c0b6986e38 Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
2016-03-14 08:44:28 +00:00
Auke Kok
5a40a7dad8 Connected nodes: fix 2 minor bugs
1. Copy-paste error: properly test for back-connection.

In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.

2. Clear the connects_to_ids before deserializing.

With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
2016-03-14 05:05:04 +01:00
Jeija
089f9bbe81 Resend blocks when modified while sending to client 2016-03-12 23:59:44 +01:00
Diego Martinez
2c72f6da7b Add options for screenshot format and quality 2016-03-12 17:12:43 -05:00
Auke Kok
37b4f0d34c Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
Auke Kok
e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
ShadowNinja
8c951cae5b Fix chat console not opening after formspec opened over it
The MainMenuManager set the console invisible when a
formspec opened over it, but didn't properly close it,
and the chat console never set itself visible again.
2016-03-12 12:01:40 -05:00
paramat
20312fda18 Documentation: Auto-update conf.example and settings_translation_file.cpp 2016-03-12 04:03:43 +00:00
orwell96
0d2df732e5 Fix ask_reconnect_on_crash option being ignored
Since commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

there is a config option named ask_reconnect_on_crash.
It asks the client to reconnect to the server if the server crashed.
It has been implemeted and works, but due to a function parameter not
being passed it never showed effect. This patch adds the parameter
and fixes the bug.

Also fixes the `reconnect` option of minetest.request_shutdown being ignored.
2016-03-11 23:43:37 +01:00
Auke Kok
dc8bf4e928 Avoid try/catch for settings.
We can just test for the presence of these settings nicely here,
no need to use a try / catch construct.
2016-03-09 01:45:23 +01:00
Auke Kok
4e59fcf5c1 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
ShadowNinja
3ce6642a26 Add AreaStore custom ID API 2016-03-07 16:33:20 -05:00
ShadowNinja
821551a266 Implement AreaStore serialization 2016-03-07 16:33:20 -05:00
ShadowNinja
c4b7afed7e Fix SpatialAreaStore not freeing removed areas 2016-03-07 16:33:20 -05:00
ShadowNinja
8ae1e1f4d2 Add basic AreaStore method documentation 2016-03-07 16:33:20 -05:00
ShadowNinja
6e9d71342a Sort AreaStore header 2016-03-07 16:33:20 -05:00
ShadowNinja
5641da43d6 Clean up VectorAreaStore 2016-03-07 16:33:20 -05:00
ShadowNinja
2e74e9ee20 Move AreaStore container selection logic into getOptimalImplementation 2016-03-07 16:33:20 -05:00
ShadowNinja
0079887b64 Move AreaStore to util 2016-03-07 16:33:20 -05:00
ShadowNinja
f021db7243 Make AreaStore cache setting private 2016-03-07 16:33:20 -05:00
ShadowNinja
095db16990 Simplify AreaStore ID management 2016-03-07 16:33:20 -05:00
est31
725cb4eb07 s_env.{cpp, h} cleanups
* Replace string by-val passing with const reference
* Fix code style
* Remove redundant `int table` definition and indentation level
2016-03-07 19:54:26 +01:00
est31
d494733839 Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00
ShadowNinja
88fbe7ca1e Use LuaErrors in security check macros
Throwing a LuaError calls destructors as it propagates up the stack,
wheres lua_error just executes a longjmp.
2016-03-07 13:37:15 -05:00
Duane Robertson
af714c7ade Mgvalleys: Correct spawn problems
Increase maximum spawn altitude to reduce spawn issues.
2016-03-04 02:39:04 +00:00
paramat
48a718e715 Decoration API: Allow force_placement of simple decorations 2016-03-04 02:38:55 +00:00
Jeija
1100a5d614 Require minetest.request_http_api to be called from the mod's main scope
Fixes #3764
2016-03-03 22:42:00 +01:00
ShadowNinja
7bcbc0105b Fix main menu being unable to set secure settings 2016-03-03 00:57:19 -05:00
ShadowNinja
abd4a79acb Remove debug.getupvalue from the Lua sandbox whitelist
This function could be used to steal insecure environments from trusted mods.
2016-03-03 00:09:05 -05:00
ShadowNinja
8b006a154b Add support for non-ASCII characters to chat console
This still only supports 256 characters, but that's because
Irrlicht's clipboard handlers don't support wide characters.
2016-03-02 23:23:31 -05:00
ShadowNinja
9dd38cf968 Add Android chat form 2016-03-02 23:23:31 -05:00
ShadowNinja
430929e75a Add text selection and copying to console 2016-03-02 23:23:31 -05:00
ShadowNinja
3edb7575a1 Unlock cursor when opening console 2016-03-02 23:23:31 -05:00
Esteban I. Ruiz Moreno
effa24737d Use the console instead of a dedicated window when pressing keymap_chat/cmd
keymap_console opens a full window for chat history browsing.
2016-03-02 23:23:31 -05:00
nerzhul
ee50341297 Revert "Fix jumping at node edge"
This reverts commit 60dc01dc258db842e229351b871d0989e3e7d62c.

This fixes issue #3773
2016-03-01 11:15:14 +01:00
paramat
6359ff9a87 Nodedef: Restore smooth lighting to water 2016-02-27 21:27:42 +00:00
Duane Robertson
6969dd4224 Mgvalleys: Add Dry Riverbeds
Lower water table where base humidity is low.
Alter heat and humidity to compensate for river humidity and altitude
chill.
Correct misuse of surface_max_y in generateTerrain.
Remove sand trails in the water at river mouths.
Remove river water below water_level.
Correct heat/humidity calculations where noises are less than zero.
Correct heightmap errors as much as possible.
Make humidity calculations more readable.
2016-02-27 21:27:32 +00:00
est31
158bd76e87 Update po files, minetest.conf.example and settings_translation_file.cpp 2016-02-27 05:50:42 +01:00
Jeija
033a510cf3 Fix minetest.request_insecure_environment() always returning nil
Fixes #3765
2016-02-26 06:36:48 +01:00
RealBadAngel
f9d727764f Mapblock mesh: Allow to use VBO 2016-02-26 00:51:01 +00:00
RealBadAngel
8eb7ddb0a2 Remove new_style_water 2016-02-26 00:50:46 +00:00
rubenwardy
4efb7eb734 Cache some settings 2016-02-26 00:50:39 +00:00
paramat
8591713405 Sheet Ore: Eliminate crash caused by PcgRandom range max < min
In the calculation of y_start,
when 'column height max' was large it caused
nmin.Y + max_height > nmax.Y - max_height
Now, in this situation y_start is set to the
midpoint between nmin.Y and nmax.Y

Limit y0 and y1 to between nmin.Y and nmax.Y,
otherwise index calculation, which has no checks for limits,
places them at unwanted locations in the voxelmanip
2016-02-23 23:51:29 +00:00
nerzhul
147425483a GOTBLOCKS & DELETEBLOCKS: test packet size only once 2016-02-23 14:24:21 +01:00
orwell96
e17fbb31d6 Reset block send timer when invoking setBlock(s)NotSent()
As stated in this forum thread [1], I noticed that there is a
2 second interval in which inventory changes are shown on the
client. @yyt16384 found the source of these 2 seconds:
m_nothing_to_send_pause_timer is set to 2.0 every time there
are no changes to make, but this timer is not reset when
SetBlockNotSent or setBlocksNotSent are invoked. So in worst
case, the changed block will be sent over 2 seconds too late.

With this change, changed inventories are updated almost
immediately, but it causes additional connection load.
2016-02-22 19:59:56 +01:00
RealBadAngel
9961185550 Fix getting pointed node
Fixes #3719
Closes #3753
2016-02-22 15:54:32 +01:00
Jeija
31e0667a4a Add Lua interface to HTTPFetchRequest
This allows mods to perform both asynchronous and synchronous HTTP
requests. Mods are only granted access to HTTP APIs if either mod
security is disabled or if they are whitelisted in any of the
the secure.http_mods and secure.trusted_mods settings.

Adds httpfetch_caller_alloc_secure to generate random, non-predictable
caller IDs so that lua mods cannot spy on each others HTTP queries.
2016-02-22 15:39:41 +01:00
Jeija
a3892f5a66 Fix HTTPFetchRequest performing a GET request if post_data is supplied
Instead, perform a POST request with post_data.
2016-02-22 15:39:19 +01:00
RealBadAngel
b2aabdfe07 Camera: remove auto tune FPS, single view range setting 2016-02-21 18:18:13 +01:00
RealBadAngel
2f4cf0bcca Remove preload_item_visuals code
Closes #3748
2016-02-21 17:46:50 +01:00
RealBadAngel
354635f9fb Dont make fastface if tile is not seamless
Fixes #3378
Closes #3751
2016-02-21 17:30:16 +01:00
Loic Blot
c6d7d2097c Little collision.cpp cleanups 2016-02-20 09:44:22 +01:00
gregorycu
60dc01dc25 Fix jumping at node edge 2016-02-19 20:05:58 -05:00
ShadowNinja
a44393e43a Don't print locale directory error message when GetText is disabled
Also, downgrade the error to a warning.
2016-02-19 19:56:34 -05:00
Jeija
1b9aef43c9 Ignore spaces in secure.trusted_mods setting 2016-02-19 18:50:42 -05:00
RealBadAngel
5f4ed94d90 Minimap: show player markers 2016-02-19 21:31:22 +01:00
RealBadAngel
5dbaa68967 Camera: Don't count camera offset twice for Nametagged CAOs 2016-02-19 14:52:19 +00:00
ShadowNinja
4827ee1258 Require request_insecure_environment to be called from the mod's main scope
Previously you could steal a secure environment from a trusted mod by wrapping
request_insecure_environment with some code like this:

local rie_cp = minetest.request_insecure_environment
local stolen_ie
function minetest.request_insecure_environment()
	local ie = rie_cp()
	stolen_ie = stolen_ie or ie
	return ie
end
2016-02-19 14:52:10 +00:00
paramat
997be666e3 Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16
'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
2016-02-19 14:51:41 +00:00
RealBadAngel
1ec1a605d6 HOTFIX: fix too agressive block culling 2016-02-18 18:07:28 +01:00
RealBadAngel
c3b279750e Move object nametags to camera 2016-02-18 16:43:29 +01:00
est31
4c654557ec Clientiface: remove "value is dummy" from docs
Commit

6a1670dbc31cc0e44178bbd9ad34ff0d5981a060 "Migrate to STL containers/algorithms."

has replaced core::map<T, bool> with std::set<T>, but didn't update
the accompanying comment saying "value is dummy". This happened at
two places.
2016-02-16 23:58:30 +01:00
RealBadAngel
08517244f7 Mapblock mesh: Eliminate meshgen lags 2016-02-16 08:23:32 +00:00
RealBadAngel
7ea40e45b1 Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
Loic Blot
3a74b84007 Player::accelerateHorizontal/Vertical should be member of LocalPlayer 2016-02-14 17:52:10 +01:00
RealBadAngel
cfc8e44759 Use proper variable types for uniform sampler layers 2016-02-14 10:01:30 +01:00
RealBadAngel
c17c40a0f5 Formspec: fix broken irrlicht 1.7 build
Fixes #3701.
2016-02-13 22:19:01 +01:00
RealBadAngel
5ca48a35a6 Formspec: recreate item_image_button pressed state for its image and label 2016-02-13 02:35:52 +01:00
est31
bd43933828 Remove unused 'm_selection_active' field
Thanks @ExcaliburZero for noticing. Fixes #3698.
2016-02-13 01:46:12 +01:00
nerzhul
fefa148d69 v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
Loic Blot
24b312cc08 Drop luaentity_common.h which is not included anywhere 2016-02-11 14:34:34 +01:00
RealBadAngel
9357294cfc Use single box for halo mesh 2016-02-11 13:11:25 +01:00
RealBadAngel
c1044b9a4a Set proper GLSL pixel shader version 2016-02-11 09:47:25 +01:00
RealBadAngel
f253ff9f1a Dump shader programs on compile errors 2016-02-11 07:13:07 +01:00
Kahrl
b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
Auke Kok
47464c9344 Fix backface culling when connecting to new servers.
Introduce a new contentfeatures version (8). When clients
connect using v27 protocol version, they can assume that
the tiledef.backface_culling is trustable, but if clients
connect to servers providing contentfeatures version 7,
then the v27 clients know that backface culling settings
provided by the server in tiledefs are bogus for mesh,
plantlike, firelike or liquid drawtype nodes.

thanks to hmmmm, est31, nerzhul.

Tested on new client - new server, new client - old server
old client - new server.
2016-02-10 00:10:51 +01:00
Loic Blot
ba8fa9e889 Fix inverted conditions in shader.cpp 2016-02-09 23:50:37 +01:00
Loic Blot
4e3fe460e3 shader.cpp: don't test twice if shader programs are present
Also use string::empty method, it is better than comparing with empty strings.
2016-02-09 23:19:19 +01:00
RealBadAngel
baa7c8f8ad FormSpec: Add StaticTextSpec and superimpose over item image buttons 2016-02-09 03:03:55 -05:00
RealBadAngel
eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
Kahrl
180893e79d Remove ClientMap::m_camera_mutex
All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
2016-02-09 07:16:00 +00:00
paramat
4adbd69a37 FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
2016-02-09 07:14:45 +00:00
RealBadAngel
38e7122600 Use inventory_image in the first place for inventory item mesh 2016-02-08 23:13:19 +01:00
RealBadAngel
b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
est31
16c7008771 small drawItemStack cleanup
-> Replace the three bool params with an enum
-> Add struct for the static content, leads to less repetition
-> cache enable_animations setting
2016-02-08 00:35:24 +01:00
RealBadAngel
6cd2b3b445 Use meshes to display inventory items 2016-02-07 19:51:55 +01:00
RealBadAngel
bf884e37a0 Use tangent space meshes only when shaders are enabled 2016-02-07 04:12:49 +00:00
Duane Robertson
99c905c563 Mgvalleys: fix riverbeds below sea level
Stop riverbeds from forming plateaus under sea. Minor corrections to
random lava/water placement.
2016-02-02 06:37:22 +00:00
paramat
0a8af88147 Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
2016-02-02 06:37:01 +00:00
Duane Robertson
80c7612e76 Mgvalleys: use standard caves
Replace simple caves with V5 caves, adding unpredictable water and lava
settings and massive caves based on subterrain. Remove fast terrain mode
and accompanying settings. Remove superfluous temperature/humidity
settings. Remove lava/water height setting. Fix errors in humidity
handling and remove humidity_break_point setting. Move cave noises to
generateCaves. Fix minor formatting/naming issues and use
MYMAX/MYMIN/myround.
2016-01-31 22:31:25 +00:00