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Merge branch 'main' into VorTechnix
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commit
40f0e437fb
3 changed files with 26 additions and 6 deletions
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@ -35,6 +35,13 @@ The following brushes together can make large-scale terrain sculpting easy:
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//brush cubeapply 50 layers dirt_with_grass dirt 3 stone 10
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```
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## Preserve Air During Schematic Load
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`//load` only writes non-air blocks in a saved WorldEdit schematic. To get around this the `//allocate` command was created so that users could set the target area to air before the new nodes were written. The following command applies this work flow (replace `<file>` with the name of your schematic before using the command):
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```
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//multi //allocate <file> //set air //load <file>
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```
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## En-mass Foliage clearing
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Clearing large amounts of foliage is easy!
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6
build.sh
6
build.sh
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@ -1,6 +1,12 @@
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#!/usr/bin/env bash
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set -e;
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current_branch="$(git rev-parse --abbrev-ref HEAD)";
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if [[ "${1}" == "ci" ]] && [[ "${current_branch}" != "main" ]]; then
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echo "Skipping build, because we are currently on the branch '${current_branch}', and we only deploy on the 'main' branch.";
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fi
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# ██████ ██ ██████ ██ ██ ██ ██ ██████
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# ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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# ██ ██ ██████ ██ ██ ██ ██ ██ ██
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@ -12,15 +12,22 @@
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-- Docs: http://bitop.luajit.org/api.html
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-- module: bit
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local bit = bit or {}
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bit.bits = 32
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bit.powtab = { 1 }
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for b = 1, bit.bits - 1 do
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bit.powtab[#bit.powtab + 1] = math.pow(2, b)
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local bit
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if minetest.global_exists("bit") then
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bit = bit
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else
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bit = {}
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bit.bits = 32
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bit.powtab = { 1 }
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for b = 1, bit.bits - 1 do
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bit.powtab[#bit.powtab + 1] = math.pow(2, b)
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end
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end
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-- Functions
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-- bit.band
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if not bit.band then
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