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Fix thread safety of PcgRandom use in BiomeGen
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@ -154,9 +154,11 @@ const Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat,
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}
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}
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}
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}
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mysrand(pos.Y + (heat + humidity) * 0.9f);
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const u64 seed = pos.Y + (heat + humidity) * 0.9f;
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PcgRandom rng(seed);
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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rng.range(0, biome_closest_blend->vertical_blend) >=
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pos.Y - biome_closest_blend->max_pos.Y)
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return biome_closest_blend;
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@ -319,10 +321,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 po
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// and create larger scale blending patterns similar to horizontal biome
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// and create larger scale blending patterns similar to horizontal biome
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// blend.
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// blend.
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mysrand(pos.Y + (heat + humidity) * 0.9f);
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const u64 seed = pos.Y + (heat + humidity) * 0.9f;
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PcgRandom rng(seed);
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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rng.range(0, biome_closest_blend->vertical_blend) >=
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pos.Y - biome_closest_blend->max_pos.Y)
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return biome_closest_blend;
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