Starbeamrainbowlabs
d556a4e710
forest: save sapling removal back to disk
2020-09-14 13:43:05 +01:00
Starbeamrainbowlabs
66a265bbce
Add soft dependencies to worldeditaditions & updaate docs
2020-09-14 02:12:05 +01:00
Starbeamrainbowlabs
2a592a808c
Finish bugfixing //forest!
...
moretrees still doesn't work with it though, and I don't understand
why....
2020-09-14 01:19:15 +01:00
Starbeamrainbowlabs
a6fc9712b4
Fix some crashes, but it's still not functioning as expected
2020-09-13 22:57:26 +01:00
Starbeamrainbowlabs
0b285fa681
Start implementing //forest, but it isn't finished yet
2020-09-13 20:32:55 +01:00
Starbeamrainbowlabs
44efb9bb38
Add .is_sapling() and new forest command.
...
It's not hooked up yet and we haven't implemented the chat command, so
it's obviously untested.
2020-09-13 15:43:49 +01:00
Starbeamrainbowlabs
25f369c582
Implement //fillcaves for #23
2020-08-26 19:17:07 +01:00
Starbeamrainbowlabs
b303f8758a
//erode snowballs: make tweaks & add new noconv param
2020-08-21 22:01:24 +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
91f11a2b0d
Comment out debug line
2020-08-11 21:17:23 +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
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
adca852f56
update depends.txt
2020-06-21 18:27:11 +01:00
Starbeamrainbowlabs
f8a6a204f8
Tidy up debug messages
2020-06-15 13:04:42 +01:00
Starbeamrainbowlabs
fbf2b894e5
Finish farwand implementation
2020-06-13 14:23:14 +01:00
Starbeamrainbowlabs
6f20b31763
Strat work on a far-reaching wand, but it isn't finished yet.
...
We've got all the backend functions we'll probably need implemented
though!
2020-06-13 02:08:03 +01:00
Starbeamrainbowlabs
b8a5bec987
Centralise all command aliases
...
This should avoid any crashes on startup because worldedit.alias_command
is nil too (strange!)
2020-06-11 01:00:19 +01:00
Starbeamrainbowlabs
5232406dbb
Alias //flora to //bonemeal
2020-06-11 00:38:35 +01:00
Starbeamrainbowlabs
75a17ed64f
Add //layers command
...
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
Starbeamrainbowlabs
d96f169950
It works! :D
2020-06-10 00:48:39 +01:00
Starbeamrainbowlabs
32e786401a
Remove debugging code
2020-06-09 22:04:38 +01:00
Starbeamrainbowlabs
2dbbeef9c9
convolve: fix a bunch of bugs.
...
It's still behaving reeaallllly strangely though
2020-06-09 22:00:56 +01:00
Starbeamrainbowlabs
868052f945
Add //convolve command
...
....but it's all untested of course :P
2020-06-09 21:11:34 +01:00
Starbeamrainbowlabs
6dac57c53e
Implement (untested!) manip interface on top of the raw convolutional code
2020-06-09 20:43:29 +01:00
Starbeamrainbowlabs
9b9a471aa8
Implement initial (untested) convolution system.
...
Next we need to implement a worldedit function to handle fetching the
manip data, calculating the heightmap, pushing it through this
convolutional system, and saving the changes back again.
2020-06-09 01:21:32 +01:00
Starbeamrainbowlabs
e26d5b1580
Upgrade //overlay to support a mix of nodes
2020-06-07 20:46:46 +01:00
Starbeamrainbowlabs
c0b40266c8
//replacemix: add command
2020-05-14 21:37:27 +01:00
Starbeamrainbowlabs
f3a8c1dd64
Add //count
2020-05-12 00:38:42 +01:00
Starbeamrainbowlabs
f0dc2f5a3c
refactor worldeditadditions core functions into subdirectory
2020-05-11 22:28:25 +01:00
Starbeamrainbowlabs
952d7a96f8
Add //walls command - fixes #12
2020-05-11 21:44:18 +01:00
Starbeamrainbowlabs
5f7a64702a
Add //bonemeal command
2020-05-11 02:02:02 +01:00
Starbeamrainbowlabs
238ef7c810
maze3d: reduce logging
2020-05-10 23:50:45 +01:00
Starbeamrainbowlabs
70f7e64371
worldedit → worldeditadditions
2020-05-10 23:29:49 +01:00
Starbeamrainbowlabs
e4df5af008
squash undeclared global "end_time" warning ( fixes #10 )
2020-05-10 22:24:33 +01:00
Starbeamrainbowlabs
ae068989e2
migrate //overlaya to worldedit.register_command
2020-05-10 21:32:01 +01:00
Starbeamrainbowlabs
121b06eb9a
Add commented out debug statement
2020-05-03 17:48:41 +01:00
Starbeamrainbowlabs
076297553b
//maze3d: fix d--
2020-05-03 17:34:51 +01:00
Starbeamrainbowlabs
29223a3455
Patch maze3d to support the path dimennsion settings, but there's some weirdness going on
2020-05-03 17:02:28 +01:00
Starbeamrainbowlabs
2720f62d09
//maze: add path_length and path_width support
...
....now we jujst need to tackle //maze3d
2020-05-03 16:19:42 +01:00
Starbeamrainbowlabs
a3a193cd68
maze: apply additional branchiness fix from maze3d
...
We've tweaaked the chance though to make it look better though
Perhaps in the future we should add a setting for this?
2020-05-01 12:57:55 +01:00
Starbeamrainbowlabs
394f3ec4ef
maze3d: make paths more 'branchy'
2020-04-30 02:02:45 +01:00
Starbeamrainbowlabs
dc65c721bd
maze3d: comment out debug statements
2020-04-29 12:46:31 +01:00
Starbeamrainbowlabs
a2d078e156
Add //maze3d command
2020-04-29 01:55:55 +01:00
Starbeamrainbowlabs
340191b2cf
maze: comment out debug lines
2020-04-29 01:36:36 +01:00
Starbeamrainbowlabs
c83cc9bf39
maze bugfix: correct stalling when 0 is picked (Lua starts things at 1 - ewwwww......)
2020-04-29 01:03:51 +01:00