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
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
6e3b9d99e9
removed tests
2021-07-23 16:21:58 -07:00
VorTechnix
8718e59206
added wcompass
2021-07-23 12:11:08 -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
f7323afe10
wireframe corner
2021-07-18 17:27:37 -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
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
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
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
8a14d35c04
noise2d: add comment
2021-07-04 16:14:48 +01:00
0b0595a1d3
Remove a whole bunch of stray debug print statements
2021-07-04 14:35:02 +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
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
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
9cb746e86a
noise: add comment
2021-05-31 00:38:07 +01:00
9b53b73bc9
//erode river: Update docs,rename some parameters for consistency
2021-05-30 02:09:52 +01:00
74bde4e60c
//erode river: comment debug
...
...we might need them again in the future
2021-05-30 01:44:00 +01:00
ccf27c8629
Bugfix new //erode river implementation
...
next stop: docs!
2021-05-30 01:42:06 +01:00
00a60eba17
//erode → river: Change only 1 height at a time for extra granularity
...
this also simplifies it a bit too
2021-05-30 00:04:01 +01:00
9ecdd01914
//erode: initial river algorithm implementation
2021-05-30 00:02:21 +01:00
17b8f8a555
erode/snowballs: correct comment
2021-05-29 23:20:34 +01:00
87b7254350
erode: add future comment
2021-05-22 02:36:56 +01:00
75a5f14f01
//erode snowballs: Fix assignment to global variable; slightly refactor changelog
...
Sincce we've got a number of bugfixes here and the changelog is getting
a bit longer, I've split bugfixes up.
2021-05-22 01:39:59 +01:00
VorTechnix
639c2061ef
Bugfix/torus: fix hollow implementation; improve clarity
2021-05-18 15:22:52 +01:00
VorTechnix
0a44992676
reference: add hollow example to torus
2021-05-18 14:56:19 +01:00
VorTechnix
2b02f9ff2e
Fix typos in comments
2021-05-18 14:55:43 +01:00
VorTechnix
63d284b35b
axes + safeguards
2021-05-17 10:41:52 -07:00
57ff577694
torus: add comment
2021-05-15 02:18:41 +01:00
0100725a7b
torus: finish rework
2021-05-15 02:09:43 +01:00
3fbfc1fb15
torus: rework to add axes, but it's not finished yet
2021-05-15 02:00:40 +01:00
f9eb67b4cc
bonemeal: Try bonemealing everything that isn't an air block
...
fixes #49
2021-05-11 22:17:10 +01:00
8877e356f0
refactor: refactor utils/strings.lua into multiple files
2021-03-20 01:48:56 +00:00
a1911037d2
Fill out noise.make_2d, but it's untested
...
Next, we need to do the make_3d version, followed by the plumbing to
worldeditadditions.noise(), followed by the chat command
....there's a lot to do.
2021-03-16 21:39:12 +00:00
683a742fe2
Merge pull request #44 from VorTechnix/master
...
//scloud and cloud wand refactor
2021-03-13 12:11:27 +00:00
VorTechnix
18347f93bf
wea.selection declared
2021-03-12 18:11:43 -08:00
VorTechnix
c39fc1c9e8
Removed unneeded local
2021-03-12 18:09:24 -08:00
VorTechnix
5ffa67b7ac
refactor func names, move punchnode function
2021-03-12 18:01:17 -08:00
d20764cffd
Add pure Lua perlin implementation, but it's untested.
2021-03-13 00:37:26 +00:00
VorTechnix
3df23e8086
scloud and cloud wand refactor
2021-03-12 15:47:10 -08:00
feb4d6a4bf
//overlay: Don't place nodes above water
...
Fixes #38
2021-03-02 00:09:46 +00:00
e8d97959b2
Add //spush, //spop, and //sstack
2021-03-01 22:23:36 +00:00
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
56380f149b
heightmap_size: refactor to use { x, z } instead of [0] / [1]
2021-02-26 02:20:53 +00:00
aef4fe4380
fillcaves: treat liquids as air
2021-02-23 00:19:24 +00:00
4368f74e30
Fix directionality in worldedit region update when scaling down
2021-02-18 02:33:26 +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
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
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
a360f06138
Fix eta calculations
2021-02-07 02:45:34 +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
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
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
c6a1571e1f
Add support for ethereal
2020-09-20 13:28:54 +01:00
d556a4e710
forest: save sapling removal back to disk
2020-09-14 13:43:05 +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
0afbba4deb
os.clock() → minetest.get_us_time()
...
....how did I miss that :P
2020-06-26 20:46:35 +01:00
b8a5bec987
Centralise all command aliases
...
This should avoid any crashes on startup because worldedit.alias_command
is nil too (strange!)
2020-06-11 01:00:19 +01:00
5232406dbb
Alias //flora to //bonemeal
2020-06-11 00:38:35 +01:00
75a17ed64f
Add //layers command
...
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
d96f169950
It works! :D
2020-06-10 00:48:39 +01:00
2dbbeef9c9
convolve: fix a bunch of bugs.
...
It's still behaving reeaallllly strangely though
2020-06-09 22:00:56 +01:00
868052f945
Add //convolve command
...
....but it's all untested of course :P
2020-06-09 21:11:34 +01:00
6dac57c53e
Implement (untested!) manip interface on top of the raw convolutional code
2020-06-09 20:43:29 +01:00
9b9a471aa8
Implement initial (untested) convolution system.
...
Next we need to implement a worldedit function to handle fetching the
manip data, calculating the heightmap, pushing it through this
convolutional system, and saving the changes back again.
2020-06-09 01:21:32 +01:00
e26d5b1580
Upgrade //overlay to support a mix of nodes
2020-06-07 20:46:46 +01:00
c0b40266c8
//replacemix: add command
2020-05-14 21:37:27 +01:00
f3a8c1dd64
Add //count
2020-05-12 00:38:42 +01:00
f0dc2f5a3c
refactor worldeditadditions core functions into subdirectory
2020-05-11 22:28:25 +01:00