Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.
Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
Add missing section title for 'Node paramtypes'.
Clarify documentation for schematic Y-slice table.
Document that schematic Y-slice behaviour does not invert for ceiling
schematic decorations.
The code style linter is the most likely to fail, so should be
placed at the top of the list so it's started first. Note that
a failed job doesn't stop others from running
Also resync properly the dependencies versions.
Don't let the makefile handle the cleanups itself. Let gradle do it.
This is one of the first steps to remove the makefile and replace it with a full gradle support
* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
Some cave segments are outside the mapchunk.
Previously, biome was being calculated by a function that uses the noise
maps. Points outside the mapchunk resulted in incorrect noise map indexes
that were sometimes outside the noise map size, causing a crash.
Use either noise maps or point noise calculations depending on point
location.
When the noise value or fill_ratio >= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.
'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.
'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.