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//conv, //erode: treat liquids as air
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2 changed files with 3 additions and 2 deletions
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@ -15,7 +15,8 @@ It's about time I started a changelog! This will serve from now on as the main c
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- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
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- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
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- `//many` can now be used with commands with no arguments.
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- `//fillcaves`: Treat liquids as air when filling caves in
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- `//conv`, `//erode`, `//fillcaves`: Treat liquids as air
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## v1.10 (16th January 2021)
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- `//maze`: Fix some parts of generated mazes staying solid
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@ -20,7 +20,7 @@ function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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-- Scan each column top to bottom
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for y = pos2.y+1, pos1.y, -1 do
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local i = area:index(x, y, z)
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if not worldeditadditions.is_airlike(data[i]) then
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if not (worldeditadditions.is_airlike(data[i]) or worldeditadditions.is_liquidlike(data[i])) then
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-- It's the first non-airlike node in this column
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-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
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heightmap[hi] = (y - pos1.y) + 1
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