Commit graph

249 commits

Author SHA1 Message Date
a6f5fe5123
Finish initial //ellipsoidapply implementation 2020-09-20 21:19:29 +01:00
358fac7c7c
//subdivide: print update whent he last chunk is completed
....it's very misleading otherwise.
2020-09-20 17:38:58 +01:00
d2b38d0ea1
Move special commands to dedicated subdirectory 2020-09-20 17:33:48 +01:00
5ad44e7c31
//forest: Fix error message on invalid on sapling/node name 2020-09-15 01:40:55 +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
0b285fa681
Start implementing //forest, but it isn't finished yet 2020-09-13 20:32:55 +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
6846369cf9
typo & insert link into quick reference 2020-08-21 21:28:14 +01:00
e8a9ba8800
Update changelog & document //erode in the README 2020-08-21 21:26:29 +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
32b4a84a4a
//subdivide: no no no. that can't be the problem because worldedit.sort_pos() implicitly clones 2020-06-27 02:05:31 +01:00
ce6ed01b36
//subdivide: hrm. maybe a shallowcopy might work? 2020-06-26 22:47:13 +01:00
0e74d22971
//subdivide: improve chunk counting again
....we really should do the maths properly, but I can't seem to get it 
right
2020-06-26 21:56:26 +01:00
9b913bdfb1
all commands: use human_time() in output 2020-06-26 21:23:03 +01:00
3487e5c32b
//subdivide: Tidy up output 2020-06-26 21:15:13 +01:00
0afbba4deb
os.clock() → minetest.get_us_time()
....how did I miss that :P
2020-06-26 20:46:35 +01:00
5aec4d756c
//subdivide: it works!
Now to pretty it up a bit.
2020-06-26 18:57:25 +01:00
be38facaab
//subdivide: fix crash, but it's still not working as intended 2020-06-26 18:43:07 +01:00
20a026724f
Start implementing //subdivide, but it isn't finished yet. 2020-06-26 02:13:11 +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
75a17ed64f
Add //layers command
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
da1c56cc23
Add //convolve documentation to README & aliases 2020-06-10 01:38:09 +01:00
2b32385fdf
convolve: fix minor chat command issues 2020-06-10 01:06:34 +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
e5d847f7e6
//count: fix logging 2020-06-09 21:08:15 +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
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
df629157b2
//maze[3d]: fix logging 2020-05-10 23:46:19 +01:00
fb228bb37b
//maze[3d]: Fix no arguments specified edge case 2020-05-10 23:40:46 +01:00
70f7e64371
worldedit → worldeditadditions 2020-05-10 23:29:49 +01:00
576351225a
//maze[3d]: fix path dimension edge cases
- value less than 1
 - non-integer value (unconditionally math.floor(); comment added about 
this)
2020-05-10 22:18:26 +01:00
6be534d4b7
Migrate //ellipsoid and it's sibling to worldedit.register_command 2020-05-10 22:01:31 +01:00
b7888a2b3f
migrate //floodfill to worldedit.register_command 2020-05-10 21:52:35 +01:00
bdf0bdea93
Migrate //torus to worldedit.register_command 2020-05-10 21:44:00 +01:00
ae068989e2
migrate //overlaya to worldedit.register_command 2020-05-10 21:32:01 +01:00
bdfd74346e
Migrate //maze3d to worldedit.register_command 2020-05-10 21:21:00 +01:00
58faa8349e
Fix safe_region 2020-05-10 21:08:22 +01:00
8e515c3778
Refactor //maze to use worldedit.register_command
....but I'm confused as to how the automatic safe_region thing works - I 
can't get it to trigger
2020-05-10 21:00:16 +01:00
35bd8f19b2
maze3d: fix command parsing 2020-05-03 17:10:41 +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
d35a55ea9e
commands: refactor into separate files 2020-05-03 00:37:18 +01:00