Commit Graph

11 Commits

Author SHA1 Message Date
Starbeamrainbowlabs
0f25cf5b4e
comments: add @module to wea.sculpt.* 2023-08-03 02:42:46 +01:00
Starbeamrainbowlabs
f5e2ada5bd
//sculpt: put height at the end 2023-07-01 02:38:14 +01:00
Starbeamrainbowlabs
2af1226b49
port everything else
phew!
2022-09-19 01:16:22 +01:00
Starbeamrainbowlabs
bc1ded787c
wea.sculpt.apply: Comment debug logging 2022-01-02 17:19:53 +00:00
Starbeamrainbowlabs
1310dae884
Refactor: Split up terrain.lua, make subtable wea.terrain
This is just the start, if my plans work out.

The eventual aim here is to implement a generic Heightmap2D class, just 
like Vector3.

This will make interacting with heightmaps much easier.
2021-12-31 02:42:32 +00:00
Starbeamrainbowlabs
b0e0b83c0d
//sculpt: Add buffer to catch height variations in terrain 2021-12-28 19:04:13 +00:00
Starbeamrainbowlabs
ca6f1e7cea
//sculpt: sort pos{1,2}_compute 2021-12-28 18:38:10 +00:00
Starbeamrainbowlabs
17cc91ba1c
//sculpt: implement circle brush 2021-12-28 17:45:20 +00:00
Starbeamrainbowlabs
bbafca2020
apply: use wea.sculpt.apply_heightmap() 2021-12-28 02:20:47 +00:00
Starbeamrainbowlabs
b0c3d34dd0
Implement apply function for VoxelManipulators 2021-12-28 02:17:26 +00:00
Starbeamrainbowlabs
10c9d6f886
Start implementing a //sculpt command, but it's not finished or tested yet.
First up: test that our initial basic dynamic brushes work as intended 
with the //sculptlist [preview] command.

Also on the todo list: document it in the chat command reference!
2021-12-27 03:11:52 +00:00