fc2444c5cd
//floodfill: remove debug
2021-08-07 02:31:21 +01:00
d1b0866af2
//floodfill: fix crash
2021-08-07 02:30:38 +01:00
VorTechnix
551f0c7e16
player_dir debugged (hopefully)
2021-08-05 20:38:59 -07:00
VorTechnix
cff58792bf
Merge branch 'main' into VorTechnix
2021-08-05 10:43:00 -07:00
VorTechnix
4cf30a0e74
updated @return on sort
2021-08-05 10:41:35 -07:00
VorTechnix
533519d318
streamlined getsign
2021-08-05 10:40:36 -07:00
e9398862b9
wea.inspect: comment out debug
2021-08-05 15:58:14 +01:00
9bcf242443
Add worldeditadditions.inspect function
2021-08-05 15:55:30 +01:00
35777b7ae5
//layers: comment debug
2021-08-05 02:38:57 +01:00
f30ddbae3b
//walls: add optional thickness argument
2021-08-05 02:00:38 +01:00
87f84e2482
//bonmeal: add optional node list constraint
2021-08-05 01:17:43 +01:00
c48e9f2ab8
Vector3.min, Vector3.max: allow arguments to be numbers
2021-08-04 21:23:01 +01:00
7c7abf4509
Queue: document with comments
2021-08-04 21:11:47 +01:00
ef678e6a05
//layers: fix
2021-08-04 12:17:39 +01:00
db830c6633
Implement slope constraint for //layers, but it isn't tested yet
2021-08-04 01:41:51 +01:00
902d5ddc8b
wea.calculate_normals: update comment
2021-08-04 00:53:47 +01:00
1833e68ec5
terrain.lua: add wea.calculate_slope()
2021-08-04 00:51:16 +01:00
VorTechnix
77ffda46f7
added axis and dir checks
2021-08-02 18:16:50 -07:00
VorTechnix
74ba9cc36f
more lib/selector refactoring
2021-08-02 16:01:02 -07:00
VorTechnix
325f1cc11e
added init for lib/selectors
2021-08-02 13:29:55 -07:00
VorTechnix
b20c8f9af1
Merge branch 'main' into VorTechnix
2021-08-01 07:03:31 -07:00
a9b746986a
fixup
2021-07-31 16:08:01 +01:00
07c55dc740
split_shell: comment debug
...
also, in 45def53
we fixed a bug with quotes being left behind at the and
of a string
2021-07-31 16:07:48 +01:00
45def53294
various commands: Upgrade to use wea.split_shell
2021-07-31 16:03:04 +01:00
8c76b3b760
Queue: fix accessing undefined variable result
2021-07-30 19:57:16 +01:00
f0e1111b7c
tokenise_commands: fix luacheck issue
2021-07-30 19:56:44 +01:00
0164a9b9eb
wea.parse.map: fix autoconverting to number / bool
2021-07-30 19:56:01 +01:00
05eaf01912
nodes.lua: fix shadowing definition of loop variable i on line 22
2021-07-30 19:54:57 +01:00
3ac0fa14f9
is_airlike: Fix accessing undefined global variable
2021-07-30 19:54:13 +01:00
a8e0a3088b
lru_benchmark: fix luacheck errors
2021-07-30 19:53:29 +01:00
3c414f2dbd
Fix more issues discovered by luacheck
2021-07-30 19:52:36 +01:00
64ed01132e
scale_down: fix redefining posi_copy
2021-07-30 19:49:11 +01:00
54d0f5a3a3
run2d: Fix accidental redefining global variable
2021-07-30 19:48:10 +01:00
51e1e7dcbd
noise.params_apply_default: Fix shadowing variable
2021-07-30 19:47:21 +01:00
1f4a115063
//maze3d: Fix accidental global variable definition
2021-07-30 19:46:33 +01:00
f37a2aabcf
//forest: Fix redefining variable i in loop
2021-07-30 19:45:09 +01:00
c6bae3b7e0
//erode river: fix redefining i in nested loop
2021-07-30 19:44:02 +01:00
910d4b036f
maze2d: squash another undefined variable
2021-07-30 19:03:54 +01:00
ecb846fcfe
//erode river: fix undefined global variable
2021-07-30 18:03:39 +01:00
VorTechnix
8225199520
renamed axes.lua to player.lua
2021-07-28 18:06:10 -07:00
bd1da727a4
Integrate split_shell into worldeditadditions
...
...it's not used anywhere yet though
2021-07-28 18:32:41 +01:00
b708fec2db
fixup
2021-07-28 18:07:21 +01:00
6a77b3cd21
split_shell: fix escape handling by unwinding escaping by 1 level
2021-07-28 17:54:44 +01:00
c282e286bb
split_shell: correctly handle escaping edge cases
2021-07-28 17:49:18 +01:00
31a4d89a49
TEST: implement split_shell
2021-07-28 17:39:09 +01:00
VorTechnix
415f36013f
comment tweak
2021-07-27 19:56:29 -07:00
VorTechnix
af07a158a8
shaved some milliseconds off split
2021-07-23 18:05:54 -07:00
VorTechnix
6e3b9d99e9
removed tests
2021-07-23 16:21:58 -07:00
VorTechnix
8718e59206
added wcompass
2021-07-23 12:11:08 -07:00
VorTechnix
72513b350a
revert to fsplit
2021-07-23 10:46:23 -07:00
VorTechnix
ce1ba27728
new split function
2021-07-22 13:29:41 -07:00
VorTechnix
40f0e437fb
Merge branch 'main' into VorTechnix
2021-07-21 12:38:18 -07:00
VorTechnix
d7d96ae263
//wbox added
2021-07-20 12:52:19 -07:00
VorTechnix
7b17c3675a
Update corner_set.lua
2021-07-19 09:50:10 -07:00
VorTechnix
0c9987c745
corner set working
2021-07-19 08:55:39 -07:00
VorTechnix
1e7ab670f7
fix typo
2021-07-19 07:47:22 -07:00
VorTechnix
2c42e0495c
cornerset broken
2021-07-19 07:42:47 -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
f7323afe10
wireframe corner
2021-07-18 17:27:37 -07:00
73e07eb013
bit polyfill: tiny tweak
2021-07-19 00:26:52 +01:00
9020948dc5
bit polyfill: fix undeclared global accessed warning
2021-07-19 00:26:19 +01:00
VorTechnix
0b01520118
sets (not working)
2021-07-18 12:39:48 -07:00
fa2c0642c1
Fix typo in comment
2021-07-18 20:11:10 +01:00
e4d3f26692
perlin: use wea.bit.band
2021-07-17 21:34:50 +01:00
5c7b5432d9
Add bit polyfill from https://github.com/Rabios/polyfill.lua
2021-07-17 21:31:31 +01:00
VorTechnix
c57e8e6558
Merge branch 'main' into VorTechnix
2021-07-15 13:27:30 -07:00
0fef39d707
Vector3: Implement __concat operator overloading
...
Now you can do this:
local v = wea.Vector3.new(3, 4, 5)
print(v.."yay")
2021-07-15 02:18:21 +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
0d1900d37c
Add airlike backend command, but it's nto tested or hooked up yet
2021-07-13 23:49:21 +01:00
aeea17524d
benchmark the new LRU cache implementation
2021-07-13 23:42:19 +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
e85b91d074
//noise2d infrared: remove debug print
2021-07-13 00:56:26 +01:00
03038689e2
Add infrared noise
2021-07-13 00:54:52 +01:00
8891c47e98
wea.parse.map: fix crash if keywords isn't specified
2021-07-13 00:22:35 +01:00
0dee65ca1d
//noise2d: add red noise
2021-07-13 00:15:23 +01:00
7db2207aea
noise2d/make_2d: add todo
2021-07-12 02:46:47 +01:00
46c2a02ade
//noise2d: add white algorithm; fix nasty bug in apply_2d
2021-07-12 02:45:32 +01:00
a42e296f4e
Reference: Document //noise2d
2021-07-06 01:08:36 +01:00
40173b2647
Vector3: default to 0 for unspecified args
2021-07-04 23:30:29 +01:00
8a14d35c04
noise2d: add comment
2021-07-04 16:14:48 +01:00
30f7927af4
Delete failed test :-( :-( :-( :-( :-( :-( :-( :-( :-( :-( :-(
2021-07-04 16:13:55 +01:00
457f436a09
Failed implementation of xoshiro256++ becaause Lua doesn't have an integer type :-( :-( :-( :-( :-( :-( :-(
2021-07-04 16:13:32 +01:00
0b0595a1d3
Remove a whole bunch of stray debug print statements
2021-07-04 14:35:02 +01:00
0212950d87
wea.apply_heightmap_changes: fix loop
2021-07-04 14:30:22 +01:00
1d82013d86
//noise2d: add sin; sort out apply_mode as number
2021-07-04 13:21:13 +01:00
49bf0f19bc
Perlin: remove debug functions
2021-07-04 12:03:29 +01:00
b2eb76d280
//noise2d works!
...
...just.
Next up more engines and documentation
2021-07-03 22:53:16 +01:00
ad8d8eab6b
wea.format.map: use tostring on values to avoid crashes
2021-07-03 14:44:59 +01:00
ee2e5716eb
Implement more of the noise command backend
...
It's still not hooked up yet though, and there's no command parsing
logic either
2021-07-03 01:44:36 +01:00
cae75ec5a2
Add moar comments
2021-07-03 00:42:19 +01:00
VorTechnix
f709d12b75
Update table_tostring.lua
2021-06-30 22:11:34 -07:00
VorTechnix
484b7532eb
fixed table.tostring
2021-06-30 11:59:19 -07:00
1984c67295
Vector3, Face, Mesh: unconditionally return class
2021-06-28 01:00:38 +01:00
db7b20d485
Refactor table functions into subtable of wea
...
Also, you can return a value from dofile()!!!!
This changes everything.
2021-06-28 00:56:29 +01:00
624abc899b
node_distribution: add missing \n
2021-06-27 23:52:16 +01:00
810d3049ee
format.make_ascii_table: make filename match function name
2021-06-27 23:52:05 +01:00
VorTechnix
3467f9c5b6
fixed min and max
2021-06-26 21:39:16 -07:00
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