Commit graph

257 commits

Author SHA1 Message Date
cdba38d37d
Start implementing snowball erosion algorithm.
There's still a long way to go - we're only just getting warmed up!
2020-08-20 01:53:26 +01:00
20ccf321ce
Start setting things out to implement erosion
First up, we're going to attempt to implement a snowballs-based 
algorithm.
Reference: https://jobtalle.com/simulating_hydraulic_erosion.html
2020-08-18 02:11:37 +01:00
91f11a2b0d
Comment out debug line 2020-08-11 21:17:23 +01:00
0afbba4deb
os.clock() → minetest.get_us_time()
....how did I miss that :P
2020-06-26 20:46:35 +01:00
c0624f5a94
Port human_time from Pepperminty Wiki & put it to use in //multi
Also, we've got a changelog!
2020-06-25 23:45:27 +01:00
adca852f56
update depends.txt 2020-06-21 18:27:11 +01:00
f8a6a204f8
Tidy up debug messages 2020-06-15 13:04:42 +01:00
fbf2b894e5
Finish farwand implementation 2020-06-13 14:23:14 +01:00
6f20b31763
Strat work on a far-reaching wand, but it isn't finished yet.
We've got all the backend functions we'll probably need implemented 
though!
2020-06-13 02:08:03 +01:00
b8a5bec987
Centralise all command aliases
This should avoid any crashes on startup because worldedit.alias_command 
is nil too (strange!)
2020-06-11 01:00:19 +01:00
5232406dbb
Alias //flora to //bonemeal 2020-06-11 00:38:35 +01:00
75a17ed64f
Add //layers command
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
d96f169950
It works! :D 2020-06-10 00:48:39 +01:00
32e786401a
Remove debugging code 2020-06-09 22:04:38 +01:00
2dbbeef9c9
convolve: fix a bunch of bugs.
It's still behaving reeaallllly strangely though
2020-06-09 22:00:56 +01:00
868052f945
Add //convolve command
....but it's all untested of course :P
2020-06-09 21:11:34 +01:00
6dac57c53e
Implement (untested!) manip interface on top of the raw convolutional code 2020-06-09 20:43:29 +01:00
9b9a471aa8
Implement initial (untested) convolution system.
Next we need to implement a worldedit function to handle fetching the 
manip data, calculating the heightmap, pushing it through this 
convolutional system, and saving the changes back again.
2020-06-09 01:21:32 +01:00
e26d5b1580
Upgrade //overlay to support a mix of nodes 2020-06-07 20:46:46 +01:00
c0b40266c8
//replacemix: add command 2020-05-14 21:37:27 +01:00
f3a8c1dd64
Add //count 2020-05-12 00:38:42 +01:00
f0dc2f5a3c
refactor worldeditadditions core functions into subdirectory 2020-05-11 22:28:25 +01:00
952d7a96f8
Add //walls command - fixes #12 2020-05-11 21:44:18 +01:00
5f7a64702a
Add //bonemeal command 2020-05-11 02:02:02 +01:00
238ef7c810
maze3d: reduce logging 2020-05-10 23:50:45 +01:00
70f7e64371
worldedit → worldeditadditions 2020-05-10 23:29:49 +01:00
e4df5af008
squash undeclared global "end_time" warning (fixes #10) 2020-05-10 22:24:33 +01:00
ae068989e2
migrate //overlaya to worldedit.register_command 2020-05-10 21:32:01 +01:00
121b06eb9a
Add commented out debug statement 2020-05-03 17:48:41 +01:00
076297553b
//maze3d: fix d-- 2020-05-03 17:34:51 +01:00
29223a3455
Patch maze3d to support the path dimennsion settings, but there's some weirdness going on 2020-05-03 17:02:28 +01:00
2720f62d09
//maze: add path_length and path_width support
....now we jujst need to tackle //maze3d
2020-05-03 16:19:42 +01:00
a3a193cd68
maze: apply additional branchiness fix from maze3d
We've tweaaked the chance though to make it look better though

Perhaps in the future we should add a setting for this?
2020-05-01 12:57:55 +01:00
394f3ec4ef
maze3d: make paths more 'branchy' 2020-04-30 02:02:45 +01:00
dc65c721bd
maze3d: comment out debug statements 2020-04-29 12:46:31 +01:00
a2d078e156
Add //maze3d command 2020-04-29 01:55:55 +01:00
340191b2cf
maze: comment out debug lines 2020-04-29 01:36:36 +01:00
c83cc9bf39
maze bugfix: correct stalling when 0 is picked (Lua starts things at 1 - ewwwww......) 2020-04-29 01:03:51 +01:00
cf4f602f38
add //maze command 2020-04-28 22:41:55 +01:00
ac05627d53
Add //multi command.
TODO: Documentation. Perhaps it should be it's own mod?
2018-10-14 00:19:32 +01:00
bbde06c72e
[floodfill] Bugfix: Don't get caught in an infinite loop if the search & replace nodes are identical
Also fix a crash in the //floodfill command logic if pos1 is nil
2018-06-22 21:23:12 +01:00
7883161cb8
Remove rogue return 2018-06-17 14:40:57 +01:00
841565a75f
Fix gaps in hollow torus 2018-06-10 13:50:24 +01:00
f3745dc6ba
Fix a few small bugs 2018-06-10 13:48:11 +01:00
429beb2e52
Add a hollowellipsoid command 2018-06-09 20:02:30 +01:00
2fd63fcb25
Correct offset 2018-06-09 19:38:23 +01:00
729424e97c
Formatting & performance improvements 2018-06-09 19:35:32 +01:00
aadee6a5ae
Add ellipsoid equation.
Ref https://stackoverflow.com/questions/17770555/how-to-check-if-a-point-is-inside-an-ellipsoid
2018-06-09 14:11:25 +01:00
43f395ad02
Try to fix the ellipsoid function, but it's not working right.
Thankfully I have a clue as to what's going wrong, which I've made a
note of. Time for some research I think.....
2018-06-09 13:36:25 +01:00
2b33100356
Fix crashes in new ellipsoid command 2018-06-09 13:10:42 +01:00
88c59fca7c
Initial //ellipsoid implementation. Also reduce default floodfill radius 2018-06-09 13:05:09 +01:00
e4eb070c0f
Add //overlay, and start filling out README 2018-05-22 22:20:26 +01:00
083f7a2967
Remove todos 2018-05-20 14:51:30 +01:00
9412a1bf30
Add optimised radius checking 2018-05-20 14:19:43 +01:00
7288347479
Make moar bugfixes. It works! 2018-05-20 13:05:03 +01:00
0bb807ff86
Fixed some bugs, but it keeps running out of memory. 2018-05-20 12:23:09 +01:00
02b54e6215
It doesn't have any syntax errors, so I guess there's only one way to find out if it actually works :P 2018-05-20 11:52:16 +01:00