Commit graph

1168 commits

Author SHA1 Message Date
3c279559f5
img2brush: rescale pixel values 2021-12-28 22:16:45 +00:00
691b71adfe
Add img2brush tool to website
Pending insertion of a link into the reference docs
2021-12-28 22:13:38 +00:00
ef2dbc1806
Reorder brushes
circle_soft1 is now the default brush, as it's awesome
2021-12-28 19:07:02 +00:00
b0e0b83c0d
//sculpt: Add buffer to catch height variations in terrain 2021-12-28 19:04:13 +00:00
be7d46740a
Update changelog (//convolve) 2021-12-28 18:38:23 +00:00
ca6f1e7cea
//sculpt: sort pos{1,2}_compute 2021-12-28 18:38:10 +00:00
732010a8ee
//layers: comment debug logging 2021-12-28 18:37:54 +00:00
1de037c341
//sculpt brushes: __smooth → __gaussian 2021-12-28 18:35:16 +00:00
3e2687f82d
Add soft circle brush 2021-12-28 18:32:40 +00:00
1cad9f4064
Minor layout tweaks 2021-12-28 18:32:10 +00:00
db5d25d1de
//convolve: update matrix & kernel to use Vector3
A lot of the maths remains in the old style, but at least it doesn't 
take a zero-indexed table
2021-12-28 18:31:46 +00:00
17cc91ba1c
//sculpt: implement circle brush 2021-12-28 17:45:20 +00:00
2da0f2dcc2
Add circle brush, but it isn't working right just yet. 2021-12-28 17:22:18 +00:00
a2a9108d36
//sculpt: fix a bunch of bugs
including, but certainly not limited to, wea.make_heightmap now returns 
a Vector3 instance for heightmap_size
2021-12-28 15:22:51 +00:00
bbafca2020
apply: use wea.sculpt.apply_heightmap() 2021-12-28 02:20:47 +00:00
b0c3d34dd0
Implement apply function for VoxelManipulators 2021-12-28 02:17:26 +00:00
75ffa81b7e
bonemeal: tidy up split_shell call 2021-12-28 01:46:12 +00:00
f1a433b5e3
split_shell: automatically trim whitespace; ignore args that consist solely of whitespace
Hence "//bonemeal       1     4     " now functions correctly
2021-12-28 01:27:39 +00:00
462570f2eb
//bonemeal: bugfix argument parsing 2021-12-28 01:26:53 +00:00
58d3c1e43b
Add optional frame to brush previews
This way, it's easiere to see where the edges are of the preview
2021-12-27 19:45:13 +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
c030acfd7e
Vector3: add new .clamp() function 2021-12-27 02:18:56 +00:00
eab498aac2
comment debug logging 2021-12-27 01:58:01 +00:00
6e89fc868f
//maze: fix generated maze not reaching to the very edge of the defined region
Fixes #60.
2021-12-26 22:57:47 +00:00
af0e54cfdf
//maze: update to use Vector3 2021-12-26 22:48:37 +00:00
b962ace8a8
//maze, //maze3d: Fix crash if no arguments are specified 2021-12-26 22:45:37 +00:00
f7a5e223d4
really fix #72 2021-12-26 22:40:00 +00:00
502595579e
Try fixing #72 2021-12-26 22:36:24 +00:00
01d6132055
docs/Reference: make filter box autofocus 2021-12-16 21:18:55 +00:00
caa06a5c4c
bnf/axes: make h and v absolute 2021-12-01 20:02:53 +00:00
a7412a2c2f
bnf/axes: add reverse 2021-11-30 19:10:45 +00:00
2d8dcc7ebc
grammrs/axes: add h / v for horizontal / vertical 2021-11-29 23:24:10 +00:00
50840ad5b9
Add BNF for axes parsing 2021-11-29 23:20:40 +00:00
VorTechnix
104fe97be3 Update selection.lua 2021-11-16 11:34:58 -08:00
14ba42fa4a
//move+ add commented otu alias 2021-11-13 12:49:21 +00:00
a321c7d2ab
Reference: Fix heading indents 2021-11-13 12:46:50 +00:00
e773edb58c
//move+: Update documentation 2021-11-13 12:42:58 +00:00
607f2bfdea
//move+: bugfix 2021-11-13 12:41:00 +00:00
8ec89c3e67
Implement //move+, but it isn't working right just yet. 2021-11-13 12:36:10 +00:00
eaabf40301
Add commented out alias overrides
Eventually, worldedit *will* become an optional dependency. The
rationale for this is that WorldEditAdditions is outgrowing the core
WorldEdit API, and we want to add new features such as toggling
safe_region on and off with a chat command and other such goodies.

Merging the 2 mods is not something that has been discussed (due
mainly because I'm far too nervous to even ask the question in the
first place), but the 2 codebases are fundamentally different (and
for good reason, as WorldEditAdditions splits code over many different
files to improve maintainability and scalability) so this would
be a significant undertaking.

At no point however will WorldEditAdditions become incompatible
with WorldEdit itself. The 2 mods should happily co-exist with
one another (so long as you keep them both updated of course).
2021-11-11 02:54:44 +00:00
acb1ef1a0a
//copy+: write docs 2021-11-11 02:36:37 +00:00
d560583121
Make //copy+ a thing using the new wea.parse.axes 2021-11-11 02:20:37 +00:00
9729e82e35
parse_axes: support "true" as alias to activate mirrorring submode 2021-11-11 01:50:12 +00:00
94f675ddce
parse_axes: add mirroring function 2021-11-11 01:47:22 +00:00
41604d19ac
player.lua: tidy up comments 2021-11-11 01:33:08 +00:00
43ea6e34c1
fixup 2021-11-10 02:07:34 +00:00
e82440a096
Add deep copy table function 2021-11-10 02:07:13 +00:00
35970b31b3
Implement tests for parse_axes 2021-11-08 00:47:35 +00:00
4fb59a160f
parse_relative_axis_name: write tests 2021-11-08 00:16:51 +00:00