Commit graph

65 commits

Author SHA1 Message Date
1310dae884
Refactor: Split up terrain.lua, make subtable wea.terrain
This is just the start, if my plans work out.

The eventual aim here is to implement a generic Heightmap2D class, just 
like Vector3.

This will make interacting with heightmaps much easier.
2021-12-31 02:42:32 +00:00
227265db72
//sculpt: fix importing static brushes 2021-12-31 01:39:04 +00:00
f259f85771
Add io compatibility layer
....I can't believe that Lua doesn't have an inbuilt scandir 
equivalent?!
2021-12-31 00:57:17 +00:00
d657ce1abe
//sculptlist: fix bugs. It works! 2021-12-27 19:36:57 +00:00
10c9d6f886
Start implementing a //sculpt command, but it's not finished or tested yet.
First up: test that our initial basic dynamic brushes work as intended 
with the //sculptlist [preview] command.

Also on the todo list: document it in the chat command reference!
2021-12-27 03:11:52 +00:00
8ec89c3e67
Implement //move+, but it isn't working right just yet. 2021-11-13 12:36:10 +00:00
d560583121
Make //copy+ a thing using the new wea.parse.axes 2021-11-11 02:20:37 +00:00
3f48832fff
Merge branch 'main' into VorTechnix 2021-11-07 14:31:01 +00:00
9d7000baed
Add circular spirals :D 2021-10-31 16:59:52 +00:00
a3f26200a0
init: call spiral_square 2021-10-30 02:47:19 +01:00
2ae241aee5
Add //ellipsoid2 2021-10-14 01:50:27 +01:00
653864be99
Start working on //copy, but it's not finished yet.
We need to merge @VorTechnix's branch in first to gain access to 
advanced axis parsing functions before we can complete it.

For this reason, the command registration for //copy is currently 
commented out.
2021-10-11 02:41:45 +01:00
VorTechnix
a5960983e7 Merge branch 'main' into VorTechnix 2021-09-05 09:34:54 -07:00
2920f7081d
Add //noiseapply 2021-08-07 23:01:15 +01:00
VorTechnix
cff58792bf Merge branch 'main' into VorTechnix 2021-08-05 10:43:00 -07:00
9bcf242443
Add worldeditadditions.inspect function 2021-08-05 15:55:30 +01:00
VorTechnix
325f1cc11e added init for lib/selectors 2021-08-02 13:29:55 -07:00
VorTechnix
8225199520 renamed axes.lua to player.lua 2021-07-28 18:06:10 -07:00
VorTechnix
8718e59206 added wcompass 2021-07-23 12:11:08 -07:00
VorTechnix
dbab2e4a0d added wireframe stuff 2021-07-18 19:29:17 -07:00
VorTechnix
9420be3896 untangle init.lua 2021-07-18 19:24:57 -07:00
VorTechnix
0b01520118 sets (not working) 2021-07-18 12:39:48 -07:00
5c7b5432d9
Add bit polyfill from https://github.com/Rabios/polyfill.lua 2021-07-17 21:31:31 +01:00
0b379c48cb
Implement //airapply
For #56, but the docs aren't written yet so we'll wait on closing it 
until I've written them.
2021-07-15 02:17:14 +01:00
81957070f9
Implement an LRU cache 2021-07-13 23:42:08 +01:00
e799a2ea61
Refactor Queue implementation into separate file 2021-07-13 22:02:34 +01:00
b2eb76d280
//noise2d works!
...just.

Next up more engines and documentation
2021-07-03 22:53:16 +01:00
1984c67295
Vector3, Face, Mesh: unconditionally return class 2021-06-28 01:00:38 +01:00
f32d8588e0
Add Mesh & Face classes for #59
Together, these classes provide a way to represent a mesh of faces
generated from the Minetest world. This way, the generation of a mesh
can be abstracted away from any potential output file writers, thereby
allowing for multiple different output file formats to be supported.
2021-06-26 22:03:55 +01:00
dbdf509d79
Add dofile for vector3 2021-06-26 19:48:32 +01:00
1f44e240fb
utils/tables: refactor into separate files
..it was getting rather long, because Lua doesn't exactly come with 
batteries included :-/
2021-06-03 01:57:46 +01:00
6af8bba987
selector_helps → axes
It makes sense to me at least that we should keep stuff to do with 
parsing axes together.
2021-03-20 01:53:01 +00:00
8877e356f0
refactor: refactor utils/strings.lua into multiple files 2021-03-20 01:48:56 +00:00
VorTechnix
3df23e8086 scloud and cloud wand refactor 2021-03-12 15:47:10 -08:00
e8d97959b2
Add //spush, //spop, and //sstack 2021-03-01 22:23:36 +00:00
VorTechnix
489d856176 Added srect and basename
Also moved saplingaliases and corrected the block text in forest.lua
2021-02-24 08:40:53 -08:00
ad9e5a26b1
Start working on //scale, but it isn't finished yet. 2021-02-07 23:39:09 +00:00
0be205dae7
Start implementing //hollow, but it isn't finished yet 2021-01-31 18:03:07 +00:00
4b2f2b0001
Add //line
Fixes #25.
2021-01-16 18:36:17 +00:00
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
a6f5fe5123
Finish initial //ellipsoidapply implementation 2020-09-20 21:19:29 +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
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
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
75a17ed64f
Add //layers command
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
2dbbeef9c9
convolve: fix a bunch of bugs.
It's still behaving reeaallllly strangely though
2020-06-09 22:00:56 +01:00
6dac57c53e
Implement (untested!) manip interface on top of the raw convolutional code 2020-06-09 20:43:29 +01:00