Commit graph

290 commits

Author SHA1 Message Date
Starbeamrainbowlabs 64ff61a4d2
Fix override aliases 2022-05-24 02:24:43 +01:00
Starbeamrainbowlabs af7d39110b
//spiral2: fix params description 2022-05-24 01:05:09 +01:00
Starbeamrainbowlabs 9bfb428c3f
add override aliases behind a setting 2022-05-24 00:11:22 +01:00
Starbeamrainbowlabs 1750d62d3c
core: add register_alias command
it is backwards-compatible with worldedit.register_command
2022-05-19 22:50:53 +01:00
Starbeamrainbowlabs 8de49ac0af
register commands with worldeditadditions, not worldedit 2022-05-19 22:10:09 +01:00
Starbeamrainbowlabs 3bcca82b43
//maze, //maze3d: registere with our new WEA core rather than WorldEdit 2022-05-19 02:43:19 +01:00
Starbeamrainbowlabs b816133716
core: implement fetch_command_def
This rovides an abstraction to fetch a worldedit command's definition, 
regardless of where it was registered.

We would normally expect all commands to be registered in 
wea_c.registered_commands, but before we only do a one-off pass to 
import commands from worldedit should a new mod we aren't aware of 
register a command with worldedit and get loaded after us, we won't 
detect it - hencee  the need for this function.
2022-05-19 02:31:01 +01:00
Starbeamrainbowlabs 10f350c967
Delete copied code
Given licence incompatibilities, we can't really copy code from 
WorldEdit
2022-05-16 21:21:15 +01:00
Starbeamrainbowlabs 9d3a4ce263
refactor aliases into a separate file 2022-05-16 20:33:04 +01:00
Starbeamrainbowlabs 98909f0fae
//metaball: bugfix
It works!
2022-05-16 20:14:31 +01:00
Starbeamrainbowlabs 722e62bae0
Finish initial //metaballs command implementation, but it's untested 2022-05-16 01:21:09 +01:00
Starbeamrainbowlabs 3311d80a2a
Rework metaballs backend
We need a way of defining metaballs per-player. Our solution to this is 
a custom in-memory per-player storage system. The reason for this is 
because just a position (e.g. that provided by pos1/pos2) is not enough 
- we need a radius as well.
2022-05-16 01:01:01 +01:00
Starbeamrainbowlabs 0d7922d747
typo 2022-05-16 00:29:50 +01:00
Starbeamrainbowlabs 03fb033b70
//dome+: add option to make the resulting dome hollow inside 2022-05-15 15:38:50 +01:00
Starbeamrainbowlabs 04e971e12d
Add //dome+
Improvements oveer //dome:

 - Allow customising the direction it points in
 - Allow multiple pointing directions at once to give the effect of 
creating multiple domes on top of each other in a single command (it's 
actually implemented as an implicit union, and doesn't actually call 
wea.dome more than once).
2022-05-15 15:27:43 +01:00
Starbeamrainbowlabs a4237dcca5
depends.txt → mod.conf 2022-05-01 17:07:30 +01:00
Starbeamrainbowlabs 3d12345972
//smake: fix luacheck warnings 2022-01-03 13:28:43 +00:00
Starbeamrainbowlabs 4c7bb6a980
//sfactor: fix luacheck warnings; fix crash 2022-01-03 13:26:51 +00:00
Starbeamrainbowlabs 81773c8556
//forest: use local wea alias 2022-01-02 17:17:05 +00:00
Starbeamrainbowlabs 6a1fd707d4
//sculpt: fix crash when pos2 is not defined 2022-01-02 14:45:46 +00:00
Starbeamrainbowlabs 98bf0ef386
//maze: Fix seed when generating multiple mazes in the same second 2021-12-31 14:02:53 +00:00
Starbeamrainbowlabs 9df5ba6fe5
//sculpt, //sculptlist: fix naming of static brushes; prettify output 2021-12-31 01:43:53 +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 732010a8ee
//layers: comment debug logging 2021-12-28 18:37:54 +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 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 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 462570f2eb
//bonemeal: bugfix argument parsing 2021-12-28 01:26:53 +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 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 14ba42fa4a
//move+ add commented otu alias 2021-11-13 12:49:21 +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
Starbeamrainbowlabs d560583121
Make //copy+ a thing using the new wea.parse.axes 2021-11-11 02:20:37 +00:00
Starbeamrainbowlabs 3f48832fff
Merge branch 'main' into VorTechnix 2021-11-07 14:31:01 +00:00
Starbeamrainbowlabs ea8a91568e
//spiral2: fix crash in parser 2021-10-31 19:48:51 +00:00
Starbeamrainbowlabs f5133d287b
Default to square spirals 2021-10-31 17:11:24 +00:00
Starbeamrainbowlabs e610eb7a92
//spiral2: fix bugs 2021-10-31 16:42:12 +00:00
Starbeamrainbowlabs dae59b63db
//walls: Prevent crash if not parameters are specified by defaulting to dirt as the replace_node 2021-10-31 16:41:52 +00:00
Starbeamrainbowlabs d3a8efb9b8
Add //spiral2, write glue for square spirals
Next up: circular spirals!
2021-10-31 15:11:01 +00:00
Starbeamrainbowlabs 5fca3e4322
Fix bonemeal mod detection to look for the global bonemeal, not whether the bonemeal mod name has been loaded 2021-10-25 15:18:03 +01:00
Starbeamrainbowlabs 2ae241aee5
Add //ellipsoid2 2021-10-14 01:50:27 +01:00
Starbeamrainbowlabs 653864be99
Start working on //copy, but it's not finished yet.
We need to merge @VorTechnix's branch in first to gain access to 
advanced axis parsing functions before we can complete it.

For this reason, the command registration for //copy is currently 
commented out.
2021-10-11 02:41:45 +01:00
VorTechnix 0352595e41 Merge branch 'main' into VorTechnix 2021-10-10 18:37:58 -07:00