fillcaves: treat liquids as air

This commit is contained in:
Starbeamrainbowlabs 2021-02-23 00:19:24 +00:00
parent ee3effd458
commit aef4fe4380
No known key found for this signature in database
GPG Key ID: 1BE5172E637709C2
2 changed files with 2 additions and 1 deletions

@ -15,6 +15,7 @@ It's about time I started a changelog! This will serve from now on as the main c
- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know - If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk) - Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
- `//many` can now be used with commands with no arguments. - `//many` can now be used with commands with no arguments.
- `//fillcaves`: Treat liquids as air when filling caves in
## v1.10 (16th January 2021) ## v1.10 (16th January 2021)
- `//maze`: Fix some parts of generated mazes staying solid - `//maze`: Fix some parts of generated mazes staying solid

@ -27,7 +27,7 @@ function worldeditadditions.fillcaves(pos1, pos2, node_name)
for y = pos2.y, pos1.y, -1 do for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z) local i = area:index(x, y, z)
local is_air = worldeditadditions.is_airlike(data[i]) local is_air = worldeditadditions.is_airlike(data[i]) or worldeditadditions.is_liquidlike(data[i])
local is_ignore = data[i] == node_id_ignore local is_ignore = data[i] == node_id_ignore
-- If the previous node was air and this one isn't, then we've found the top level -- If the previous node was air and this one isn't, then we've found the top level