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
ee3effd458
//subdivide: fix passing arguments to the command being executed
2021-02-21 15:19:21 +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
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
555058b4ac
//subdivide: tweak update message display
2021-02-07 03:12:09 +00:00
1179ecb19a
//subdivide: cosmetic change to update messages
2021-02-07 02:59:41 +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
2f5c1b759d
//subdivide: fix undefined variable; update reference
2021-02-07 01:35:06 +00:00
888ee04f9d
//subdivide: fix a number of other issues
2021-02-07 01:28:07 +00:00
15417354c6
//subdivide: fix undefined local variable
2021-02-06 19:34:46 +00:00
ac954abaea
//subdivide: tweak outut
2021-02-06 14:34:30 +00:00
0f4d95fc01
//hollow: fix parsing logic
2021-01-31 19:59:38 +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
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Fixes #25 .
2021-01-16 18:36:17 +00:00
0cfd651510
Bugfix //subdivide: fix chunk size display
2020-10-10 22:41:19 +01:00
d2f101e9dd
It works!
2020-10-10 22:22:53 +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
7e02714c86
//subdivide: remove debug logging
2020-10-10 17:02:29 +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
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
358fac7c7c
//subdivide: print update whent he last chunk is completed
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....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
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
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
de6ea49d6f
//many: fix server logging
2020-08-11 21:47:52 +01:00
90ea388003
Implement //many command
2020-08-11 21:39:28 +01:00
f3c6329526
For #21 , but I can't reproduce
2020-07-17 17:02:12 +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