78572e453e
Implement point cloud wand
2021-02-23 22:56:56 +00:00
f2aa87b396
terrain: pick the node to replace with from higher up in the column in question
...
....unless we hit the ignore node, in which case we default to air.
2021-02-23 01:31:24 +00:00
4ba59a6ec3
//conv, //erode: treat liquids as air
2021-02-23 00:20:57 +00:00
aef4fe4380
fillcaves: treat liquids as air
2021-02-23 00:19:24 +00:00
4368f74e30
Fix directionality in worldedit region update when scaling down
2021-02-18 02:33:26 +00:00
3f871e01f5
//scale: fix more bugs, and also update the worldedit region after scaling
2021-02-18 02:18:34 +00:00
a63923fec9
//scale: scaling up works! Can't say the same about scaling down though, but that will come in time.
2021-02-18 01:24:53 +00:00
ed3adde56a
//scale: fix some bugs, and rename direction → anchor internally
...
It's nice to have some consistency, and find&replace saves soooo much
time :P
2021-02-18 00:30:24 +00:00
17a67fc5f9
Merge branch 'master' of github.com:sbrl/Minetest-WorldEditAdditions
2021-02-17 23:46:11 +00:00
2a268d9ff8
Implement scale_up
...
Next up: testing!
2021-02-17 23:46:03 +00:00
756c1c12f2
scale_down: fix a number of runtime errors
...
Note that we still haven't tested it :P
2021-02-17 23:09:25 +00:00
bl-ue
1d3c2a0416
Fix typos
2021-02-09 19:53:30 -05:00
ad9e5a26b1
Start working on //scale, but it isn't finished yet.
2021-02-07 23:39:09 +00:00
03afd7e75c
//subdivide: comment out debug statements
...
....we're pretty sure what the issue is, and our server on elessar
doesn't even emit them
2021-02-07 03:13:02 +00:00
555058b4ac
//subdivide: tweak update message display
2021-02-07 03:12:09 +00:00
151afadf6c
//many: fix running commands that take no arguments
2021-02-07 02:59:19 +00:00
a360f06138
Fix eta calculations
2021-02-07 02:45:34 +00:00
9d76c5d98a
wea.eta: fix obscure edge case
2021-02-07 01:37:50 +00:00
888ee04f9d
//subdivide: fix a number of other issues
2021-02-07 01:28:07 +00:00
edb80d7478
//subdivide: fix debug logging
2021-02-07 01:07:21 +00:00
122ff381f1
//subdivide: debug logging
2021-02-07 01:02:03 +00:00
ebed73fc49
//subdivide: fix emerge_area to only emerge individual chunked areas
2021-02-05 23:44:33 +00:00
38e5c81d33
//subdivide: tally total times so far as we go
...
- Don't use wea.sum() on a table full of all the times we've recorded
so far
- Limit individual stats list lengths to 25 to avoid memory issues when
running with a large number of chunks
- Tally total times / metrics as we go to avoid memory issues
2021-02-03 03:04:33 +00:00
25e659321a
//subdivide: reimplement count_chunks
...
this does the maths properly, so we'e going from O(n³) to O(1) :D
//subdivide should get started *so much faster* now :D
2021-02-03 02:25:33 +00:00
85a715a0ea
wea.emerge_area: remove debug prints
2021-02-03 00:45:54 +00:00
a511d85e29
human_time: correctly handle non-number inputs
2021-02-03 00:44:42 +00:00
e8584c4ec6
hollow: fix undefined variable
2021-01-31 21:30:13 +00:00
0be205dae7
Start implementing //hollow, but it isn't finished yet
2021-01-31 18:03:07 +00:00
4b1cf074d5
//count: make numbers human-readable
...
Fixes #14
2021-01-31 17:43:08 +00:00
4b2f2b0001
Add //line
...
Fixes #25 .
2021-01-16 18:36:17 +00:00
d2f101e9dd
It works!
2020-10-10 22:22:53 +01:00
008519177c
//subdivide: Fix more issues, there are a few more to go
2020-10-10 21:57:19 +01:00
2ac6ea03a7
Fix some bugs, but the new //subdivide still doesn't work yet
2020-10-10 21:50:03 +01:00
aa234595a8
Refactor //subdivide to call minetest.emerge_blocks
...
....whether it actually works or not is another question entirely
though.....
2020-10-10 21:43:22 +01:00
ef165b9c58
Add ETA to //many, and tidy up message generation in //subdivide
2020-10-10 17:01:08 +01:00
fea89f2e3c
//maze, //maze3d: Allow non-number seeds
...
This uses a simple (non-crypto!) hash function to hash non-number
strings to a number. Existing seeds are *not* affected - they will still
work as before.
2020-09-28 01:31:15 +01:00
39103a046f
//maze: fix some areas of generated mazes not being explored
2020-09-28 01:30:15 +01:00
130524a7d0
Disable some debug prints, and update docs
2020-09-20 22:07:47 +01:00
a6f5fe5123
Finish initial //ellipsoidapply implementation
2020-09-20 21:19:29 +01:00
e0e64dc6b9
Start ellipseapply, but it isn't finished
2020-09-20 18:03:29 +01:00
13278570cb
Optimise //count
2020-09-20 17:53:55 +01:00
5967db2496
Update depends.txt
2020-09-20 13:29:16 +01:00
c6a1571e1f
Add support for ethereal
2020-09-20 13:28:54 +01:00
0ddf160e84
Fix minor string manipulation crash
2020-09-15 02:00:24 +01:00
d556a4e710
forest: save sapling removal back to disk
2020-09-14 13:43:05 +01:00
66a265bbce
Add soft dependencies to worldeditaditions & updaate docs
2020-09-14 02:12:05 +01:00
2a592a808c
Finish bugfixing //forest!
...
moretrees still doesn't work with it though, and I don't understand
why....
2020-09-14 01:19:15 +01:00
a6fc9712b4
Fix some crashes, but it's still not functioning as expected
2020-09-13 22:57:26 +01:00
0b285fa681
Start implementing //forest, but it isn't finished yet
2020-09-13 20:32:55 +01:00
44efb9bb38
Add .is_sapling() and new forest command.
...
It's not hooked up yet and we haven't implemented the chat command, so
it's obviously untested.
2020-09-13 15:43:49 +01:00
25f369c582
Implement //fillcaves for #23
2020-08-26 19:17:07 +01:00
b303f8758a
//erode snowballs: make tweaks & add new noconv param
2020-08-21 22:01:24 +01:00
07588e0940
erode/snowballs: Add comment
2020-08-21 21:00:45 +01:00
fd5804dd9c
//erode: Finish the initial round of bugfixing, but I'm on the fence about it.
...
Specifically, I'm unsure about whether I'm happy with the effects of the
algorithm.
Also, we convolve with a 3x3 gaussian kernel after erosion is complete -
and we have verified that the erosion is having an positive effect at
"roughening up" a terrain surface.
It seems like the initial blog post was correct: the algorithm does tend
to make steep surfaces steeper.
It also appears that it's more effective on larger areas, and 'gentler'
curves. THis might be because the surface normals are more conducive to
making the snowballs roll.
Finally, we need to decide whether we want to keep the precomputed
normals as we have now, or whether we want to dynamically compute them
at the some of request.
2020-08-21 20:59:50 +01:00
997eb4d101
fix all the crashes with the new erosion algorithm
...
......but it doesn't look like it's functioning as intended just yet
2020-08-21 15:21:10 +01:00
acb288b984
Fix a ton of bugs but there are lots more to go.....
2020-08-21 13:27:40 +01:00
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