VorTechnix
727ee41e72
Simplify srect function
2021-02-28 09:59:09 -08:00
VorTechnix
0c4736fbc2
Debugging returns
...
Co-authored-by: Starbeamrainbowlabs <sbrl@starbeamrainbowlabs.com>
2021-02-28 09:56:39 -08:00
VorTechnix
b31b005bdd
-axyzb patch
2021-02-26 08:23:10 -08:00
VorTechnix
cb1d54c665
Added getsign, fixed srect glitch
2021-02-25 20:22:39 -08:00
Starbeamrainbowlabs
756bd49470
//scale: remove debug statement
2021-02-25 22:52:47 +00:00
VorTechnix
f6ed297270
indentation fixes
2021-02-24 19:35:20 -08:00
VorTechnix
1d93122801
basename error handling
2021-02-24 09:19:08 -08:00
VorTechnix
489d856176
Added srect and basename
...
Also moved saplingaliases and corrected the block text in forest.lua
2021-02-24 08:40:53 -08:00
Starbeamrainbowlabs
ee3effd458
//subdivide: fix passing arguments to the command being executed
2021-02-21 15:19:21 +00:00
Starbeamrainbowlabs
3f871e01f5
//scale: fix more bugs, and also update the worldedit region after scaling
2021-02-18 02:18:34 +00:00
Starbeamrainbowlabs
a63923fec9
//scale: scaling up works! Can't say the same about scaling down though, but that will come in time.
2021-02-18 01:24:53 +00:00
Starbeamrainbowlabs
ed3adde56a
//scale: fix some bugs, and rename direction → anchor internally
...
It's nice to have some consistency, and find&replace saves soooo much
time :P
2021-02-18 00:30:24 +00:00
bl-ue
1d3c2a0416
Fix typos
2021-02-09 19:53:30 -05:00
Starbeamrainbowlabs
ad9e5a26b1
Start working on //scale, but it isn't finished yet.
2021-02-07 23:39:09 +00:00
Starbeamrainbowlabs
555058b4ac
//subdivide: tweak update message display
2021-02-07 03:12:09 +00:00
Starbeamrainbowlabs
1179ecb19a
//subdivide: cosmetic change to update messages
2021-02-07 02:59:41 +00:00
Starbeamrainbowlabs
151afadf6c
//many: fix running commands that take no arguments
2021-02-07 02:59:19 +00:00
Starbeamrainbowlabs
a360f06138
Fix eta calculations
2021-02-07 02:45:34 +00:00
Starbeamrainbowlabs
2f5c1b759d
//subdivide: fix undefined variable; update reference
2021-02-07 01:35:06 +00:00
Starbeamrainbowlabs
888ee04f9d
//subdivide: fix a number of other issues
2021-02-07 01:28:07 +00:00
Starbeamrainbowlabs
15417354c6
//subdivide: fix undefined local variable
2021-02-06 19:34:46 +00:00
Starbeamrainbowlabs
ac954abaea
//subdivide: tweak outut
2021-02-06 14:34:30 +00:00
Starbeamrainbowlabs
0f4d95fc01
//hollow: fix parsing logic
2021-01-31 19:59:38 +00:00
Starbeamrainbowlabs
0be205dae7
Start implementing //hollow, but it isn't finished yet
2021-01-31 18:03:07 +00:00
Starbeamrainbowlabs
4b1cf074d5
//count: make numbers human-readable
...
Fixes #14
2021-01-31 17:43:08 +00:00
Starbeamrainbowlabs
4b2f2b0001
Add //line
...
Fixes #25 .
2021-01-16 18:36:17 +00:00
Starbeamrainbowlabs
0cfd651510
Bugfix //subdivide: fix chunk size display
2020-10-10 22:41:19 +01:00
Starbeamrainbowlabs
d2f101e9dd
It works!
2020-10-10 22:22:53 +01:00
Starbeamrainbowlabs
2ac6ea03a7
Fix some bugs, but the new //subdivide still doesn't work yet
2020-10-10 21:50:03 +01:00
Starbeamrainbowlabs
aa234595a8
Refactor //subdivide to call minetest.emerge_blocks
...
....whether it actually works or not is another question entirely
though.....
2020-10-10 21:43:22 +01:00
Starbeamrainbowlabs
7e02714c86
//subdivide: remove debug logging
2020-10-10 17:02:29 +01:00
Starbeamrainbowlabs
ef165b9c58
Add ETA to //many, and tidy up message generation in //subdivide
2020-10-10 17:01:08 +01:00
Starbeamrainbowlabs
fea89f2e3c
//maze, //maze3d: Allow non-number seeds
...
This uses a simple (non-crypto!) hash function to hash non-number
strings to a number. Existing seeds are *not* affected - they will still
work as before.
2020-09-28 01:31:15 +01:00
Starbeamrainbowlabs
130524a7d0
Disable some debug prints, and update docs
2020-09-20 22:07:47 +01:00
Starbeamrainbowlabs
a6f5fe5123
Finish initial //ellipsoidapply implementation
2020-09-20 21:19:29 +01:00
Starbeamrainbowlabs
358fac7c7c
//subdivide: print update whent he last chunk is completed
...
....it's very misleading otherwise.
2020-09-20 17:38:58 +01:00
Starbeamrainbowlabs
d2b38d0ea1
Move special commands to dedicated subdirectory
2020-09-20 17:33:48 +01:00
Starbeamrainbowlabs
5ad44e7c31
//forest: Fix error message on invalid on sapling/node name
2020-09-15 01:40:55 +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
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
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
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
de6ea49d6f
//many: fix server logging
2020-08-11 21:47:52 +01:00
Starbeamrainbowlabs
90ea388003
Implement //many command
2020-08-11 21:39:28 +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
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
20a026724f
Start implementing //subdivide, but it isn't finished yet.
2020-06-26 02:13:11 +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
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
75a17ed64f
Add //layers command
...
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
Starbeamrainbowlabs
da1c56cc23
Add //convolve documentation to README & aliases
2020-06-10 01:38:09 +01:00
Starbeamrainbowlabs
2b32385fdf
convolve: fix minor chat command issues
2020-06-10 01:06:34 +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
e5d847f7e6
//count: fix logging
2020-06-09 21:08:15 +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
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
df629157b2
//maze[3d]: fix logging
2020-05-10 23:46:19 +01:00
Starbeamrainbowlabs
fb228bb37b
//maze[3d]: Fix no arguments specified edge case
2020-05-10 23:40:46 +01:00
Starbeamrainbowlabs
70f7e64371
worldedit → worldeditadditions
2020-05-10 23:29:49 +01:00
Starbeamrainbowlabs
576351225a
//maze[3d]: fix path dimension edge cases
...
- value less than 1
- non-integer value (unconditionally math.floor(); comment added about
this)
2020-05-10 22:18:26 +01:00
Starbeamrainbowlabs
6be534d4b7
Migrate //ellipsoid and it's sibling to worldedit.register_command
2020-05-10 22:01:31 +01:00
Starbeamrainbowlabs
b7888a2b3f
migrate //floodfill to worldedit.register_command
2020-05-10 21:52:35 +01:00
Starbeamrainbowlabs
bdf0bdea93
Migrate //torus to worldedit.register_command
2020-05-10 21:44:00 +01:00
Starbeamrainbowlabs
ae068989e2
migrate //overlaya to worldedit.register_command
2020-05-10 21:32:01 +01:00
Starbeamrainbowlabs
bdfd74346e
Migrate //maze3d to worldedit.register_command
2020-05-10 21:21:00 +01:00
Starbeamrainbowlabs
58faa8349e
Fix safe_region
2020-05-10 21:08:22 +01:00
Starbeamrainbowlabs
8e515c3778
Refactor //maze to use worldedit.register_command
...
....but I'm confused as to how the automatic safe_region thing works - I
can't get it to trigger
2020-05-10 21:00:16 +01:00
Starbeamrainbowlabs
35bd8f19b2
maze3d: fix command parsing
2020-05-03 17:10:41 +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
d35a55ea9e
commands: refactor into separate files
2020-05-03 00:37:18 +01:00
Starbeamrainbowlabs
a2d078e156
Add //maze3d command
2020-04-29 01:55:55 +01:00
Starbeamrainbowlabs
cf4f602f38
add //maze command
2020-04-28 22:41:55 +01:00
Starbeamrainbowlabs
4824f28a95
Refine chat output of //multi command
2019-06-18 00:41:34 +01:00
Starbeamrainbowlabs
9f3e3c23ae
Bugfix: Use a copy of worldedit's safe system to avoid issues
2019-06-02 13:57:28 +01:00
Starbeamrainbowlabs
6f2d328f4b
//multi: Remove command name in brackets
2018-10-19 23:45:14 +01:00
Starbeamrainbowlabs
3eefdd4d39
/multi: Add timing info
2018-10-19 22:35:02 +01:00
Starbeamrainbowlabs
ccc86e78ae
//floodfill: Fix crash
2018-10-14 12:59:00 +01:00
Starbeamrainbowlabs
ac05627d53
Add //multi
command.
...
TODO: Documentation. Perhaps it should be it's own mod?
2018-10-14 00:19:32 +01:00
Starbeamrainbowlabs
bbde06c72e
[floodfill] Bugfix: Don't get caught in an infinite loop if the search & replace nodes are identical
...
Also fix a crash in the //floodfill command logic if pos1 is nil
2018-06-22 21:23:12 +01:00
Starbeamrainbowlabs
f3745dc6ba
Fix a few small bugs
2018-06-10 13:48:11 +01:00
Starbeamrainbowlabs
429beb2e52
Add a hollowellipsoid command
2018-06-09 20:02:30 +01:00