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6.7 KiB
6.7 KiB
WorldEditAdditions Changelog
It's about time I started a changelog! This will serve from now on as the main changelog for WorldEditAdditions.
Note to self: See the bottom of this file for the release template text.
v1.13: Untitled update (unreleased)
- Add
//sfactor
(selection factor) - Selection Tools by @VorTechnix are finished for now. - Add
mface
(measure facing),midpos
(measure middle position),msize
(measure size),mtrig
(measure trigonometry) - Measuring Tools implemented by @VorTechnix. - Add
//airapply
for applying commands only to air nodes in the defined region - Use luacheck to find and fix a large number of bugs and other issues
- Multiple commands: Allow using quotes (
"thing"
,'thing'
) to quote values when splitting //layers
: Add optional slope constraint (inspired by WorldPainter)//bonemeal
: Add optional node list constraint//walls
: Add optional thickness argument//floodfill
: Fix crash caused by internal refactoring of theQueue
data structure
v1.12: The selection tools update (26th June 2021)
- Add
//spush
,//spop
, and//sstack
- Add
//srect
(select rectangle),//scol
(select column),//scube
(select cube) - thanks, @VorTechnix! - Add
//scloud
(select point cloud),//scentre
(select centre node(s)),//srel
(select relative) - thanks, @VorTechnix! - Add
//smake
(selection make) - thanks, @VorTechnix! - Significantly refactored backend utility functions (more to come in future updates)
- Add new universal chance parsing
- Any
<chance>
can now either be a 1-in-N number (e.g.4
,10
), or a percentage chance (e.g.50%
,10%
). - Caveat: Percentages are converted to a 1-in-N chance, but additionally that number is rounded down in some places
- Any
//torus
,//hollowtorus
: Add optional new axes//torus
,//ellipsoid
: Add optional hollow keyword - @VorTechnix//multi
: Add curly brace syntax for nesting command calls (more information)//erode
: Add newriver
erosion algorithm for filling in potholes and removing pillars
Bugfixes
//bonemeal
: Try bonemealing everything that isn't an air block (#49)//overlay
: Don't place nodes above water//multi
: Improve resilience by handling some edge cases//layers
: Fix crash due to outdated debug code//erode
/snowballs: Fix assignment to undeclared variable//floodfill
: Fix error handling
v1.11: The big data update (25th January 2021)
- Add
//scale
(currently experimental)- Scale operations that scale up and down at the same time are split into 2 separate operations automatically (scaling up is always performed first)
//count
: Make numbers human-readable- Tip: Use a monospace font for the chat window, and the columns will be aligned!
- Add
//hollow
for hollowing out areas (a step towards parity with Minecraft WorldEdit) //subdivide
: Improve performance of initial chunk counting algorithm - it should get started on the job much quicker now (especially on large regions)//subdivide
: Fix a bug where the entire defined region was emerged all at once instead of in chunks//subdivide
: Fix performance & memory usage issues- Fix passing arguments to the command being executed
- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
- Bugfix: Fix obscure crash in calls to
human_size
("unknown" will now be returned if passed junk) //many
can now be used with commands with no arguments.//conv
,//erode
,//fillcaves
: Treat liquids as air- Add new cloud wand
//conv
,//erode
: Minor refactoring to improve code clarity
v1.10: The tidyup update (16th January 2021)
//maze
: Fix some parts of generated mazes staying solid//maze
,//maze3d
: Allow non-number seeds (existing seeds aren't affected - they will still produce identical output)//many
: Improve format of progress messages, add ETA//subdivide
: Make asynchronous, and useminetest.emerge_area()
to ensure areas are loaded before executing on a subdivision chunk- This will ensure that
//subdivide
ing enormous regions should now function as expected. Want to level an entire rainforest with//subdivide
and//clearcut
? Now you can! :D
- This will ensure that
- Add
//line
for drawing simple lines
v1.9: The Nature Update (20th September 2020)
- Add
//many
for executing a command many times in a row - Add experimental
//erode
command - Add
//fillcaves
command - fills in all air nodes beneath non air-nodes - Add
//forest
command for quickly generating forests, and//saplingaliases
to compliment it - Add
//ellipsoidapply
: Like//cubeapply
, but clips the result to an ellipsoid that is the size of the defined region. - Fix some minor bugs and edge cases
//subdivide
: Print status update when completing the last chunk//count
: Optimise by removing nestedfor
loops
v1.8: The Quality of Life Update (17th July 2020)
- Update
//multi
to display human readable times (e.g.2.11mins
instead of126600ms
) - Far wand: Notify player when setting pos1 and pos2
- Make timings more accurate (use
minetest.get_us_time()
instead ofos.clock()
) - Add experimental
//subdivide
command - Attempt to fix a crash on startup due to a dependency issue (#21)
v1.7: The Terrain Update! (21st June 2020)
- Added
//layers
(like WorldEdit for Minecraft's//naturalize
) - Added
//convolve
(advanced terrain smoothing inspired by image editors) - Added far wand (like the regular WorldEdit wand, but with a configurable range that can extend to 100s of blocks) [/list]
Release text template
The text below is used as a template when making releases.
INTRO
See below for instructions on how to update.
CHANGELOG HERE
Updating
Updating depends on how you installed WorldEditAdditions.
- UI in Minetest: There should be an update button for you to click in the mod menu
- ContentDB: Download the latest update from here
- Git:
cd
to the WorldEditAdditions directory and rungit pull
(Important: Recently, WorldEditAdditions changed the default branch frommaster
tomain
. If you're updating from before then, you'll need to re-clone the mod or else do some git-fu)
After installing the update, don't forget to restart your client and / or server.