Commit Graph

462 Commits

Author SHA1 Message Date
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
Starbeamrainbowlabs
cf4f602f38
add //maze command 2020-04-28 22:41:55 +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
7883161cb8
Remove rogue return 2018-06-17 14:40:57 +01:00
Starbeamrainbowlabs
841565a75f
Fix gaps in hollow torus 2018-06-10 13:50:24 +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
Starbeamrainbowlabs
2fd63fcb25
Correct offset 2018-06-09 19:38:23 +01:00
Starbeamrainbowlabs
729424e97c
Formatting & performance improvements 2018-06-09 19:35:32 +01:00
Starbeamrainbowlabs
aadee6a5ae
Add ellipsoid equation.
Ref https://stackoverflow.com/questions/17770555/how-to-check-if-a-point-is-inside-an-ellipsoid
2018-06-09 14:11:25 +01:00
Starbeamrainbowlabs
43f395ad02
Try to fix the ellipsoid function, but it's not working right.
Thankfully I have a clue as to what's going wrong, which I've made a
note of. Time for some research I think.....
2018-06-09 13:36:25 +01:00
Starbeamrainbowlabs
2b33100356
Fix crashes in new ellipsoid command 2018-06-09 13:10:42 +01:00
Starbeamrainbowlabs
88c59fca7c
Initial //ellipsoid implementation. Also reduce default floodfill radius 2018-06-09 13:05:09 +01:00
Starbeamrainbowlabs
e4eb070c0f
Add //overlay, and start filling out README 2018-05-22 22:20:26 +01:00
Starbeamrainbowlabs
083f7a2967
Remove todos 2018-05-20 14:51:30 +01:00
Starbeamrainbowlabs
9412a1bf30
Add optimised radius checking 2018-05-20 14:19:43 +01:00
Starbeamrainbowlabs
7288347479
Make moar bugfixes. It works! 2018-05-20 13:05:03 +01:00
Starbeamrainbowlabs
0bb807ff86
Fixed some bugs, but it keeps running out of memory. 2018-05-20 12:23:09 +01:00
Starbeamrainbowlabs
02b54e6215
It doesn't have any syntax errors, so I guess there's only one way to find out if it actually works :P 2018-05-20 11:52:16 +01:00