b962ace8a8
//maze, //maze3d: Fix crash if no arguments are specified
2021-12-26 22:45:37 +00:00
f7a5e223d4
really fix #72
2021-12-26 22:40:00 +00:00
502595579e
Try fixing #72
2021-12-26 22:36:24 +00:00
01d6132055
docs/Reference: make filter box autofocus
2021-12-16 21:18:55 +00:00
caa06a5c4c
bnf/axes: make h and v absolute
2021-12-01 20:02:53 +00:00
a7412a2c2f
bnf/axes: add reverse
2021-11-30 19:10:45 +00:00
2d8dcc7ebc
grammrs/axes: add h / v for horizontal / vertical
2021-11-29 23:24:10 +00:00
50840ad5b9
Add BNF for axes parsing
2021-11-29 23:20:40 +00:00
14ba42fa4a
//move+ add commented otu alias
2021-11-13 12:49:21 +00:00
a321c7d2ab
Reference: Fix heading indents
2021-11-13 12:46:50 +00:00
e773edb58c
//move+: Update documentation
2021-11-13 12:42:58 +00:00
607f2bfdea
//move+: bugfix
2021-11-13 12:41:00 +00:00
8ec89c3e67
Implement //move+, but it isn't working right just yet.
2021-11-13 12:36:10 +00:00
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
acb1ef1a0a
//copy+: write docs
2021-11-11 02:36:37 +00:00
d560583121
Make //copy+ a thing using the new wea.parse.axes
2021-11-11 02:20:37 +00:00
9729e82e35
parse_axes: support "true" as alias to activate mirrorring submode
2021-11-11 01:50:12 +00:00
94f675ddce
parse_axes: add mirroring function
2021-11-11 01:47:22 +00:00
41604d19ac
player.lua: tidy up comments
2021-11-11 01:33:08 +00:00
43ea6e34c1
fixup
2021-11-10 02:07:34 +00:00
e82440a096
Add deep copy table function
2021-11-10 02:07:13 +00:00
35970b31b3
Implement tests for parse_axes
2021-11-08 00:47:35 +00:00
4fb59a160f
parse_relative_axis_name: write tests
2021-11-08 00:16:51 +00:00
be81e6dfaa
parse_abs_axis_name: add tests for multiple axes at a time
2021-11-07 18:06:05 +00:00
96c3ede365
parse_axes: bugfix, start writing tests
2021-11-07 18:04:18 +00:00
3f5fc45e1a
docs: add new image to site
2021-11-07 17:45:03 +00:00
2babba9c55
first pass on writing an advanced axes parser, but it's untested
2021-11-07 17:14:11 +00:00
f569358229
Merge pull request #71 from sbrl/VorTechnix
...
Merge Vortechnix's branch
2021-11-07 16:10:15 +00:00
VorTechnix
46bd5d4fce
Merge branch 'VorTechnix' of https://github.com/sbrl/Minetest-WorldEditAdditions into VorTechnix
2021-11-07 07:36:45 -08:00
VorTechnix
54268431b5
added missing quotation marks
2021-11-07 07:36:43 -08:00
VorTechnix
f7d4c5c6ac
Fix shadowing error
2021-11-07 07:04:07 -08:00
43a720bec4
GitHub Actions: shorten build output a bit
2021-11-07 14:52:35 +00:00
579e040bb1
GitHub Actions: Make LuaCheck build fail if LuaCheck errors are encountered
...
We have fixed our backlog of LuaCheck errors, so we should make LuaCheck
errors fail the build from now on to ensure new issues don't sneak in.
2021-11-07 14:49:39 +00:00
3f48832fff
Merge branch 'main' into VorTechnix
2021-11-07 14:31:01 +00:00
12371a472d
we_core: fix bugs, add more useful error messages
2021-11-07 13:35:40 +00:00
3f1f3b5628
reference: mark a thing in bold
2021-11-07 12:49:13 +00:00
a5b32bc2d9
worldeditadditions_core: add README
2021-11-07 12:48:27 +00:00
3eb59633b7
README: fixup
2021-11-07 01:02:36 +00:00
ea8a91568e
//spiral2: fix crash in parser
2021-10-31 19:48:51 +00:00
33a2ff1ed4
//spiral2 circle: round down
2021-10-31 19:48:40 +00:00
f5133d287b
Default to square spirals
2021-10-31 17:11:24 +00:00
21902b8512
//spiral2: update docs
2021-10-31 17:10:22 +00:00
9d7000baed
Add circular spirals :D
2021-10-31 16:59:52 +00:00
e610eb7a92
//spiral2: fix bugs
2021-10-31 16:42:12 +00:00
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
d3a8efb9b8
Add //spiral2, write glue for square spirals
...
Next up: circular spirals!
2021-10-31 15:11:01 +00:00
a3f26200a0
init: call spiral_square
2021-10-30 02:47:19 +01:00
0bcd82a11c
Merge branch 'main' of github.com:sbrl/Minetest-WorldEditAdditions into main
2021-10-30 02:46:33 +01:00
ad789d500a
Implement spiral square, but it's untested.
...
It would also be awesome to customise the directional plane upon which
the spiral is generated. It might actually be possible without melting
my brain I think....
Looking at http://www.mathematische-basteleien.de/spiral.htm it should
be possible to go this for circles too. But there's 1 particular
function in Vector2.js that we need to port to Vector3.lua that we
haven't yet which we'd need for that.....
2021-10-30 02:46:25 +01:00
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