Commit graph

395 commits

Author SHA1 Message Date
305ecb0a88
Merge pull request #22 from sbrl/erosion
Merge new //erode command
2020-08-21 21:37:58 +01:00
6846369cf9
typo & insert link into quick reference 2020-08-21 21:28:14 +01:00
e8a9ba8800
Update changelog & document //erode in the README 2020-08-21 21:26:29 +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
de6ea49d6f
//many: fix server logging 2020-08-11 21:47:52 +01:00
a1cd76d515
README: clarify new //many command in quick reference 2020-08-11 21:46:06 +01:00
3c6ca58bfa
README: add link to //many docs in quick reference 2020-08-11 21:40:14 +01:00
90ea388003
Implement //many command 2020-08-11 21:39:28 +01:00
91f11a2b0d
Comment out debug line 2020-08-11 21:17:23 +01:00
5009ca7782
Add contributing guide 2020-07-17 17:42:05 +01:00
b7eab3a6e5
Sync changelog with MT forum post 2020-07-17 17:28:00 +01:00
967d2d0f54
README: Add troubleshooting step 2020-07-17 17:20:48 +01:00
029008c0e6
Another minor changelog update 2020-07-17 17:15:11 +01:00
97efa8e54c
Changelog: add update template text 2020-07-17 17:13:06 +01:00
9404d2411a
Prepare v1.8 release 2020-07-17 17:07:10 +01:00
813c3084a9
Update README & Changelog 2020-07-17 17:06:53 +01:00
f3c6329526
For #21, but I can't reproduce 2020-07-17 17:02:12 +01:00
32b4a84a4a
//subdivide: no no no. that can't be the problem because worldedit.sort_pos() implicitly clones 2020-06-27 02:05:31 +01:00
ce6ed01b36
//subdivide: hrm. maybe a shallowcopy might work? 2020-06-26 22:47:13 +01:00
0e74d22971
//subdivide: improve chunk counting again
....we really should do the maths properly, but I can't seem to get it 
right
2020-06-26 21:56:26 +01:00
4e39ea6e71
README: Update quick reference 2020-06-26 21:37:33 +01:00
a03b5ae834
Update README & CHANGELOG 2020-06-26 21:35:38 +01:00
9b913bdfb1
all commands: use human_time() in output 2020-06-26 21:23:03 +01:00
3487e5c32b
//subdivide: Tidy up output 2020-06-26 21:15:13 +01:00
0afbba4deb
os.clock() → minetest.get_us_time()
....how did I miss that :P
2020-06-26 20:46:35 +01:00
5aec4d756c
//subdivide: it works!
Now to pretty it up a bit.
2020-06-26 18:57:25 +01:00
be38facaab
//subdivide: fix crash, but it's still not working as intended 2020-06-26 18:43:07 +01:00
ce999dd537
far wand: notify player when setting pos1 and pos2 2020-06-26 18:42:41 +01:00
20a026724f
Start implementing //subdivide, but it isn't finished yet. 2020-06-26 02:13:11 +01:00
c05b1b2f67
README: tweak badges 2020-06-25 23:50:39 +01:00
257d8dd15d
README: Add badges 2020-06-25 23:49:50 +01:00
c0624f5a94
Port human_time from Pepperminty Wiki & put it to use in //multi
Also, we've got a changelog!
2020-06-25 23:45:27 +01:00
00177637b5
README: Add //layers similarity to we_env's //populate 2020-06-22 01:07:14 +01:00
adca852f56
update depends.txt 2020-06-21 18:27:11 +01:00
4976b1956c
README: Add //layers to quick reference 2020-06-21 18:16:19 +01:00
4e889145d1
README Add //farwand to quick reference 2020-06-21 18:15:13 +01:00
2f17b4a794
README: Document far wand 2020-06-21 18:05:56 +01:00
f8a6a204f8
Tidy up debug messages 2020-06-15 13:04:42 +01:00
db21baa539
Add textures licence 2020-06-13 14:25:00 +01:00
fbf2b894e5
Finish farwand implementation 2020-06-13 14:23:14 +01:00
6f20b31763
Strat work on a far-reaching wand, but it isn't finished yet.
We've got all the backend functions we'll probably need implemented 
though!
2020-06-13 02:08:03 +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
caf56313cd
Document //layers 2020-06-11 00:56:48 +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