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//subdivide: cosmetic change to update messages
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@ -11,7 +11,7 @@ It's about time I started a changelog! This will serve from now on as the main c
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- `//subdivide`: Fix performance & memory usage issues
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- `//subdivide`: Fix performance & memory usage issues
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- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
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- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
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- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
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- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
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- `//many` can now be used with commands with no arguments.
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## v1.10 (16th January 2021)
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## v1.10 (16th January 2021)
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- `//maze`: Fix some parts of generated mazes staying solid
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- `//maze`: Fix some parts of generated mazes staying solid
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@ -83,7 +83,7 @@ worldedit.register_command("subdivide", {
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-- * math.ceil((pos2.y - pos1.y) / (chunk_size.y - 1))
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-- * math.ceil((pos2.y - pos1.y) / (chunk_size.y - 1))
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-- * math.ceil((pos2.z - pos1.z) / (chunk_size.z - 1))
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-- * math.ceil((pos2.z - pos1.z) / (chunk_size.z - 1))
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local msg_prefix = "[ subdivide | "..table.concat({cmd_name, args}, " ").." ] "
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local msg_prefix = "[ subdivide | "..wea.trim(table.concat({cmd_name, args}, " ")).." ] "
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local time_last_msg = wea.get_ms_time()
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local time_last_msg = wea.get_ms_time()
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wea.subdivide(pos1, pos2, chunk_size, function(cpos1, cpos2, stats)
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wea.subdivide(pos1, pos2, chunk_size, function(cpos1, cpos2, stats)
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