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Mgv5: Skip calculation of filler, heat and humidity perlinmaps in underground mapchunks
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@ -302,24 +302,25 @@ void MapgenV5::calculateNoise()
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int y = node_min.Y - 1;
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int z = node_min.Z;
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noise_filler_depth->perlinMap2D(x, z);
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noise_factor->perlinMap2D(x, z);
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noise_height->perlinMap2D(x, z);
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noise_ground->perlinMap3D(x, y, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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noise_ground->perlinMap3D(x, y, z);
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if (spflags & MGV5_BLOBS) {
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noise_crumble->perlinMap3D(x, y, z);
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noise_wetness->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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if (node_max.Y >= water_level) {
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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}
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//printf("calculateNoise: %dus\n", t.stop());
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}
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@ -531,12 +532,12 @@ void MapgenV5::generateBlobs()
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void MapgenV5::dustTopNodes()
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{
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if (node_max.Y < water_level)
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return;
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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if (water_level > node_max.Y)
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return;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = (Biome *)bmgr->get(biomemap[index]);
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