Commit Graph

1000 Commits

Author SHA1 Message Date
Starbeamrainbowlabs
25f369c582
Implement //fillcaves for #23 2020-08-26 19:17:07 +01:00
Starbeamrainbowlabs
9c9db3f253
README clarity 2020-08-21 23:47:05 +01:00
Starbeamrainbowlabs
5ac7dc8706
README: Add table of contents 2020-08-21 23:46:48 +01:00
Starbeamrainbowlabs
b303f8758a
//erode snowballs: make tweaks & add new noconv param 2020-08-21 22:01:24 +01:00
Starbeamrainbowlabs
71b7de4e10
README: More //erode snowballs documentation 2020-08-21 21:46:40 +01:00
Starbeamrainbowlabs
305ecb0a88
Merge pull request #22 from sbrl/erosion
Merge new //erode command
2020-08-21 21:37:58 +01:00
Starbeamrainbowlabs
6846369cf9
typo & insert link into quick reference 2020-08-21 21:28:14 +01:00
Starbeamrainbowlabs
e8a9ba8800
Update changelog & document //erode in the README 2020-08-21 21:26:29 +01:00
Starbeamrainbowlabs
07588e0940
erode/snowballs: Add comment 2020-08-21 21:00:45 +01:00
Starbeamrainbowlabs
fd5804dd9c
//erode: Finish the initial round of bugfixing, but I'm on the fence about it.
Specifically, I'm unsure about whether I'm happy with the effects of the 
algorithm.
Also, we convolve with a 3x3 gaussian kernel after erosion is complete - 
and we have verified that the erosion is having an positive effect at 
"roughening up" a terrain surface.
It seems like the initial blog post was correct: the algorithm does tend 
to make steep surfaces steeper.
It also appears that it's more effective on larger areas, and 'gentler' 
curves. THis might be because the surface normals are more conducive to 
making the snowballs roll.
Finally, we need to decide whether we want to keep the precomputed 
normals as we have now, or whether we want to dynamically compute them 
at the some of request.
2020-08-21 20:59:50 +01:00
Starbeamrainbowlabs
997eb4d101
fix all the crashes with the new erosion algorithm
......but it doesn't look like it's functioning as intended just yet
2020-08-21 15:21:10 +01:00
Starbeamrainbowlabs
acb288b984
Fix a ton of bugs but there are lots more to go..... 2020-08-21 13:27:40 +01:00
Starbeamrainbowlabs
cdba38d37d
Start implementing snowball erosion algorithm.
There's still a long way to go - we're only just getting warmed up!
2020-08-20 01:53:26 +01:00
Starbeamrainbowlabs
20ccf321ce
Start setting things out to implement erosion
First up, we're going to attempt to implement a snowballs-based 
algorithm.
Reference: https://jobtalle.com/simulating_hydraulic_erosion.html
2020-08-18 02:11:37 +01:00
Starbeamrainbowlabs
de6ea49d6f
//many: fix server logging 2020-08-11 21:47:52 +01:00
Starbeamrainbowlabs
a1cd76d515
README: clarify new //many command in quick reference 2020-08-11 21:46:06 +01:00
Starbeamrainbowlabs
3c6ca58bfa
README: add link to //many docs in quick reference 2020-08-11 21:40:14 +01:00
Starbeamrainbowlabs
90ea388003
Implement //many command 2020-08-11 21:39:28 +01:00
Starbeamrainbowlabs
91f11a2b0d
Comment out debug line 2020-08-11 21:17:23 +01:00
Starbeamrainbowlabs
5009ca7782
Add contributing guide 2020-07-17 17:42:05 +01:00
Starbeamrainbowlabs
b7eab3a6e5
Sync changelog with MT forum post 2020-07-17 17:28:00 +01:00
Starbeamrainbowlabs
967d2d0f54
README: Add troubleshooting step 2020-07-17 17:20:48 +01:00
Starbeamrainbowlabs
029008c0e6
Another minor changelog update v1.8 2020-07-17 17:15:11 +01:00
Starbeamrainbowlabs
97efa8e54c
Changelog: add update template text 2020-07-17 17:13:06 +01:00
Starbeamrainbowlabs
9404d2411a
Prepare v1.8 release 2020-07-17 17:07:10 +01:00
Starbeamrainbowlabs
813c3084a9
Update README & Changelog 2020-07-17 17:06:53 +01:00
Starbeamrainbowlabs
f3c6329526
For #21, but I can't reproduce 2020-07-17 17:02:12 +01:00
Starbeamrainbowlabs
32b4a84a4a
//subdivide: no no no. that can't be the problem because worldedit.sort_pos() implicitly clones 2020-06-27 02:05:31 +01:00
Starbeamrainbowlabs
ce6ed01b36
//subdivide: hrm. maybe a shallowcopy might work? 2020-06-26 22:47:13 +01:00
Starbeamrainbowlabs
0e74d22971
//subdivide: improve chunk counting again
....we really should do the maths properly, but I can't seem to get it 
right
2020-06-26 21:56:26 +01:00
Starbeamrainbowlabs
4e39ea6e71
README: Update quick reference 2020-06-26 21:37:33 +01:00
Starbeamrainbowlabs
a03b5ae834
Update README & CHANGELOG 2020-06-26 21:35:38 +01:00
Starbeamrainbowlabs
9b913bdfb1
all commands: use human_time() in output 2020-06-26 21:23:03 +01:00
Starbeamrainbowlabs
3487e5c32b
//subdivide: Tidy up output 2020-06-26 21:15:13 +01:00
Starbeamrainbowlabs
0afbba4deb
os.clock() → minetest.get_us_time()
....how did I miss that :P
2020-06-26 20:46:35 +01:00
Starbeamrainbowlabs
5aec4d756c
//subdivide: it works!
Now to pretty it up a bit.
2020-06-26 18:57:25 +01:00
Starbeamrainbowlabs
be38facaab
//subdivide: fix crash, but it's still not working as intended 2020-06-26 18:43:07 +01:00
Starbeamrainbowlabs
ce999dd537
far wand: notify player when setting pos1 and pos2 2020-06-26 18:42:41 +01:00
Starbeamrainbowlabs
20a026724f
Start implementing //subdivide, but it isn't finished yet. 2020-06-26 02:13:11 +01:00
Starbeamrainbowlabs
c05b1b2f67
README: tweak badges 2020-06-25 23:50:39 +01:00
Starbeamrainbowlabs
257d8dd15d
README: Add badges 2020-06-25 23:49:50 +01:00
Starbeamrainbowlabs
c0624f5a94
Port human_time from Pepperminty Wiki & put it to use in //multi
Also, we've got a changelog!
2020-06-25 23:45:27 +01:00
Starbeamrainbowlabs
00177637b5
README: Add //layers similarity to we_env's //populate 2020-06-22 01:07:14 +01:00
Starbeamrainbowlabs
adca852f56
update depends.txt 2020-06-21 18:27:11 +01:00
Starbeamrainbowlabs
4976b1956c
README: Add //layers to quick reference v1.7 2020-06-21 18:16:19 +01:00
Starbeamrainbowlabs
4e889145d1
README Add //farwand to quick reference 2020-06-21 18:15:13 +01:00
Starbeamrainbowlabs
2f17b4a794
README: Document far wand 2020-06-21 18:05:56 +01:00
Starbeamrainbowlabs
f8a6a204f8
Tidy up debug messages 2020-06-15 13:04:42 +01:00
Starbeamrainbowlabs
db21baa539
Add textures licence 2020-06-13 14:25:00 +01:00
Starbeamrainbowlabs
fbf2b894e5
Finish farwand implementation 2020-06-13 14:23:14 +01:00