Commit Graph

876 Commits

Author SHA1 Message Date
Starbeamrainbowlabs 70d6f36444
tests/str_starts: fix assert calls 2021-12-31 01:34:41 +00:00
Starbeamrainbowlabs 4597edcf1e
str_ends: write tests 2021-12-31 01:33:44 +00:00
Starbeamrainbowlabs 08cff1c967
strings/polyfill/str_ends: actually export it correctly 2021-12-31 01:14:08 +00:00
Starbeamrainbowlabs f19b22e906
//sculpt: add simple test ellipse static brush 2021-12-31 01:04:27 +00:00
Starbeamrainbowlabs ec04cc58be
Add support for autoloading static brushes on server start 2021-12-31 01:03:56 +00:00
Starbeamrainbowlabs 3f1e01a282
docs/img2brush: tweak file extension in instructions 2021-12-31 00:59:44 +00:00
Starbeamrainbowlabs f259f85771
Add io compatibility layer
....I can't believe that Lua doesn't have an inbuilt scandir 
equivalent?!
2021-12-31 00:57:17 +00:00
Starbeamrainbowlabs 1e9a651537
stings/polyfill: add str_ends
....because seriously, Lua *really* should have this.
2021-12-31 00:55:46 +00:00
Starbeamrainbowlabs d60d3073bd
fixup 2021-12-28 22:18:40 +00:00
Starbeamrainbowlabs 3c279559f5
img2brush: rescale pixel values 2021-12-28 22:16:45 +00:00
Starbeamrainbowlabs 691b71adfe
Add img2brush tool to website
Pending insertion of a link into the reference docs
2021-12-28 22:13:38 +00:00
Starbeamrainbowlabs ef2dbc1806
Reorder brushes
circle_soft1 is now the default brush, as it's awesome
2021-12-28 19:07:02 +00:00
Starbeamrainbowlabs b0e0b83c0d
//sculpt: Add buffer to catch height variations in terrain 2021-12-28 19:04:13 +00:00
Starbeamrainbowlabs be7d46740a
Update changelog (//convolve) 2021-12-28 18:38:23 +00:00
Starbeamrainbowlabs ca6f1e7cea
//sculpt: sort pos{1,2}_compute 2021-12-28 18:38:10 +00:00
Starbeamrainbowlabs 732010a8ee
//layers: comment debug logging 2021-12-28 18:37:54 +00:00
Starbeamrainbowlabs 1de037c341
//sculpt brushes: __smooth → __gaussian 2021-12-28 18:35:16 +00:00
Starbeamrainbowlabs 3e2687f82d
Add soft circle brush 2021-12-28 18:32:40 +00:00
Starbeamrainbowlabs 1cad9f4064
Minor layout tweaks 2021-12-28 18:32:10 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 17cc91ba1c
//sculpt: implement circle brush 2021-12-28 17:45:20 +00:00
Starbeamrainbowlabs 2da0f2dcc2
Add circle brush, but it isn't working right just yet. 2021-12-28 17:22:18 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs bbafca2020
apply: use wea.sculpt.apply_heightmap() 2021-12-28 02:20:47 +00:00
Starbeamrainbowlabs b0c3d34dd0
Implement apply function for VoxelManipulators 2021-12-28 02:17:26 +00:00
Starbeamrainbowlabs 75ffa81b7e
bonemeal: tidy up split_shell call 2021-12-28 01:46:12 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs 462570f2eb
//bonemeal: bugfix argument parsing 2021-12-28 01:26:53 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs d657ce1abe
//sculptlist: fix bugs. It works! 2021-12-27 19:36:57 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs c030acfd7e
Vector3: add new .clamp() function 2021-12-27 02:18:56 +00:00
Starbeamrainbowlabs eab498aac2
comment debug logging 2021-12-27 01:58:01 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs af0e54cfdf
//maze: update to use Vector3 2021-12-26 22:48:37 +00:00
Starbeamrainbowlabs b962ace8a8
//maze, //maze3d: Fix crash if no arguments are specified 2021-12-26 22:45:37 +00:00
Starbeamrainbowlabs f7a5e223d4
really fix #72 2021-12-26 22:40:00 +00:00
Starbeamrainbowlabs 502595579e
Try fixing #72 2021-12-26 22:36:24 +00:00
Starbeamrainbowlabs 01d6132055
docs/Reference: make filter box autofocus 2021-12-16 21:18:55 +00:00
Starbeamrainbowlabs caa06a5c4c
bnf/axes: make h and v absolute 2021-12-01 20:02:53 +00:00
Starbeamrainbowlabs a7412a2c2f
bnf/axes: add reverse 2021-11-30 19:10:45 +00:00
Starbeamrainbowlabs 2d8dcc7ebc
grammrs/axes: add h / v for horizontal / vertical 2021-11-29 23:24:10 +00:00
Starbeamrainbowlabs 50840ad5b9
Add BNF for axes parsing 2021-11-29 23:20:40 +00:00
Starbeamrainbowlabs 14ba42fa4a
//move+ add commented otu alias 2021-11-13 12:49:21 +00:00
Starbeamrainbowlabs a321c7d2ab
Reference: Fix heading indents 2021-11-13 12:46:50 +00:00
Starbeamrainbowlabs e773edb58c
//move+: Update documentation 2021-11-13 12:42:58 +00:00
Starbeamrainbowlabs 607f2bfdea
//move+: bugfix 2021-11-13 12:41:00 +00:00
Starbeamrainbowlabs 8ec89c3e67
Implement //move+, but it isn't working right just yet. 2021-11-13 12:36:10 +00:00
Starbeamrainbowlabs 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
Starbeamrainbowlabs acb1ef1a0a
//copy+: write docs 2021-11-11 02:36:37 +00:00