Previously dungeons > decorations > ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.
The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.
Previously the only way to disable biomes was to 'clear' the registered
biomes in a mod, but this method causes large amounts of unnecessary
processing:
1. Calculation of 4 2D noises.
2. Looping through all nodes of a mapchunk replacing nodes with identical
nodes.
The new flag disables those operations.
Previously, caverns confused tunnel generation causing biome top and filler
nodes to appear in caverns.
Split 'generateCaves()' into 2 functions to separate tunnel and large
randomwalk cave generation.
In each mapgen re-order cave generation to generate tunnels before caverns.
Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.
Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.
Remove hardcoded 'MG_STONE' types as long intended.
* Fix many issues reported by clang-tidy
We have many issues in code related to some performance to float <-> double.
Clang-tidy reported it in performance-type-promotion-in-math-fn
I fixed many of them. It's not ready for a promote to blocking
Also fix some value which should be const-ref