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Mgv7 generateRidgeTerrain: Enable rangelim of widthn to remove abysses, calculate widthn later in function
Reduce width to 0.2 Carve river channels in deeper waters
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@ -510,16 +510,16 @@ void MapgenV7::generateRidgeTerrain()
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for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
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int j = (z - node_min.Z) * csize.X + (x - node_min.X);
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int j = (z - node_min.Z) * csize.X + (x - node_min.X);
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if (heightmap[j] < water_level - 4)
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if (heightmap[j] < water_level - 16)
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continue;
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float width = 0.2; // TODO: figure out acceptable perlin noise values
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float uwatern = noise_ridge_uwater->result[j] * 2;
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if (fabs(uwatern) > width)
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continue;
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continue;
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float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
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float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
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//widthn = rangelim(widthn, -0.05, 0.5);
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widthn = rangelim(widthn, -0.05, 0.5);
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float width = 0.3; // TODO: figure out acceptable perlin noise values
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float uwatern = noise_ridge_uwater->result[j] * 2;
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if (uwatern < -width || uwatern > width)
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continue;
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float height_mod = (float)(y + 17) / 2.5;
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float height_mod = (float)(y + 17) / 2.5;
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float width_mod = (width - fabs(uwatern));
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float width_mod = (width - fabs(uwatern));
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