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fillcaves: treat liquids as air
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2 changed files with 2 additions and 1 deletions
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@ -15,6 +15,7 @@ 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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- 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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- 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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- `//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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## v1.10 (16th January 2021)
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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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- `//maze`: Fix some parts of generated mazes staying solid
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@ -27,7 +27,7 @@ function worldeditadditions.fillcaves(pos1, pos2, node_name)
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for y = pos2.y, pos1.y, -1 do
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for y = pos2.y, pos1.y, -1 do
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local i = area:index(x, y, z)
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local i = area:index(x, y, z)
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local is_air = worldeditadditions.is_airlike(data[i])
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local is_air = worldeditadditions.is_airlike(data[i]) or worldeditadditions.is_liquidlike(data[i])
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local is_ignore = data[i] == node_id_ignore
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local is_ignore = data[i] == node_id_ignore
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-- If the previous node was air and this one isn't, then we've found the top level
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-- If the previous node was air and this one isn't, then we've found the top level
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