Commit graph

105 commits

Author SHA1 Message Date
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