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
17a67fc5f9
Merge branch 'master' of github.com:sbrl/Minetest-WorldEditAdditions
2021-02-17 23:46:11 +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
bl-ue
1d3c2a0416
Fix typos
2021-02-09 19:53:30 -05:00
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
151afadf6c
//many: fix running commands that take no arguments
2021-02-07 02:59:19 +00:00
a360f06138
Fix eta calculations
2021-02-07 02:45:34 +00:00
9d76c5d98a
wea.eta: fix obscure edge case
2021-02-07 01:37:50 +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
85a715a0ea
wea.emerge_area: remove debug prints
2021-02-03 00:45:54 +00:00
a511d85e29
human_time: correctly handle non-number inputs
2021-02-03 00:44:42 +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
ef165b9c58
Add ETA to //many, and tidy up message generation in //subdivide
2020-10-10 17:01:08 +01:00
fea89f2e3c
//maze, //maze3d: Allow non-number seeds
...
This uses a simple (non-crypto!) hash function to hash non-number
strings to a number. Existing seeds are *not* affected - they will still
work as before.
2020-09-28 01:31:15 +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
5967db2496
Update depends.txt
2020-09-20 13:29:16 +01:00
c6a1571e1f
Add support for ethereal
2020-09-20 13:28:54 +01:00
0ddf160e84
Fix minor string manipulation crash
2020-09-15 02:00:24 +01:00
d556a4e710
forest: save sapling removal back to disk
2020-09-14 13:43:05 +01:00
66a265bbce
Add soft dependencies to worldeditaditions & updaate docs
2020-09-14 02:12:05 +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