Commit graph

63 commits

Author SHA1 Message Date
VorTechnix 5ffa67b7ac refactor func names, move punchnode function 2021-03-12 18:01:17 -08:00
VorTechnix 3df23e8086 scloud and cloud wand refactor 2021-03-12 15:47:10 -08:00
Starbeamrainbowlabs feb4d6a4bf
//overlay: Don't place nodes above water
Fixes #38
2021-03-02 00:09:46 +00:00
Starbeamrainbowlabs e8d97959b2
Add //spush, //spop, and //sstack 2021-03-01 22:23:36 +00:00
Starbeamrainbowlabs 108c280843
Start laying out stuff for our noise experiment, but it isn't hooked up yet and isn't finished. 2021-03-01 21:26:33 +00:00
Starbeamrainbowlabs 56380f149b
heightmap_size: refactor to use { x, z } instead of [0] / [1] 2021-02-26 02:20:53 +00:00
Starbeamrainbowlabs aef4fe4380
fillcaves: treat liquids as air 2021-02-23 00:19:24 +00:00
Starbeamrainbowlabs 4368f74e30
Fix directionality in worldedit region update when scaling down 2021-02-18 02:33:26 +00:00
Starbeamrainbowlabs 3f871e01f5
//scale: fix more bugs, and also update the worldedit region after scaling 2021-02-18 02:18:34 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 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
Starbeamrainbowlabs 2a268d9ff8
Implement scale_up
Next up: testing!
2021-02-17 23:46:03 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs ad9e5a26b1
Start working on //scale, but it isn't finished yet. 2021-02-07 23:39:09 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 555058b4ac
//subdivide: tweak update message display 2021-02-07 03:12:09 +00:00
Starbeamrainbowlabs a360f06138
Fix eta calculations 2021-02-07 02:45:34 +00:00
Starbeamrainbowlabs 888ee04f9d
//subdivide: fix a number of other issues 2021-02-07 01:28:07 +00:00
Starbeamrainbowlabs edb80d7478
//subdivide: fix debug logging 2021-02-07 01:07:21 +00:00
Starbeamrainbowlabs 122ff381f1
//subdivide: debug logging 2021-02-07 01:02:03 +00:00
Starbeamrainbowlabs ebed73fc49
//subdivide: fix emerge_area to only emerge individual chunked areas 2021-02-05 23:44:33 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 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
Starbeamrainbowlabs e8584c4ec6
hollow: fix undefined variable 2021-01-31 21:30:13 +00:00
Starbeamrainbowlabs 0be205dae7
Start implementing //hollow, but it isn't finished yet 2021-01-31 18:03:07 +00:00
Starbeamrainbowlabs 4b1cf074d5
//count: make numbers human-readable
Fixes #14
2021-01-31 17:43:08 +00:00
Starbeamrainbowlabs 4b2f2b0001
Add //line
Fixes #25.
2021-01-16 18:36:17 +00:00
Starbeamrainbowlabs d2f101e9dd
It works! 2020-10-10 22:22:53 +01:00
Starbeamrainbowlabs 008519177c
//subdivide: Fix more issues, there are a few more to go 2020-10-10 21:57:19 +01:00
Starbeamrainbowlabs 2ac6ea03a7
Fix some bugs, but the new //subdivide still doesn't work yet 2020-10-10 21:50:03 +01:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 39103a046f
//maze: fix some areas of generated mazes not being explored 2020-09-28 01:30:15 +01:00
Starbeamrainbowlabs 130524a7d0
Disable some debug prints, and update docs 2020-09-20 22:07:47 +01:00
Starbeamrainbowlabs a6f5fe5123
Finish initial //ellipsoidapply implementation 2020-09-20 21:19:29 +01:00
Starbeamrainbowlabs e0e64dc6b9
Start ellipseapply, but it isn't finished 2020-09-20 18:03:29 +01:00
Starbeamrainbowlabs 13278570cb
Optimise //count 2020-09-20 17:53:55 +01:00
Starbeamrainbowlabs c6a1571e1f
Add support for ethereal 2020-09-20 13:28:54 +01:00
Starbeamrainbowlabs d556a4e710
forest: save sapling removal back to disk 2020-09-14 13:43:05 +01:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs a6fc9712b4
Fix some crashes, but it's still not functioning as expected 2020-09-13 22:57:26 +01:00
Starbeamrainbowlabs 0b285fa681
Start implementing //forest, but it isn't finished yet 2020-09-13 20:32:55 +01:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 25f369c582
Implement //fillcaves for #23 2020-08-26 19:17:07 +01:00
Starbeamrainbowlabs b303f8758a
//erode snowballs: make tweaks & add new noconv param 2020-08-21 22:01:24 +01:00
Starbeamrainbowlabs 07588e0940
erode/snowballs: Add comment 2020-08-21 21:00:45 +01:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 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
Starbeamrainbowlabs acb288b984
Fix a ton of bugs but there are lots more to go..... 2020-08-21 13:27:40 +01:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 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