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
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
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