Commit graph

193 commits

Author SHA1 Message Date
8d6db6d3f5
upgrade 7 more commands 2022-09-18 20:58:28 +01:00
4a6cb2551c
math.pow → ^ 2022-09-18 16:30:27 +01:00
6e0779a4e5
//sculpt: Fix undefined default brush 2022-06-11 18:53:54 +01:00
fc4f64d25a
Merge branch 'main' of github.com:sbrl/Minetest-WorldEditAdditions into main 2022-06-05 17:13:49 +01:00
e294d96efe
//dome+: ensure domes include pos1 2022-06-05 17:10:41 +01:00
VorTechnix
8789b39d1d Merge branch 'main' into VorTechnix 2022-05-21 07:04:09 -07:00
VorTechnix
a0982c70f0 check_dir update (unification) 2022-05-20 19:29:01 -07:00
98909f0fae
//metaball: bugfix
It works!
2022-05-16 20:14:31 +01:00
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
f34617a3d3
Add backend functionality for metaballs
Implementing a frontend command sounds like a headache to me
2022-05-15 17:42:19 +01:00
03fb033b70
//dome+: add option to make the resulting dome hollow inside 2022-05-15 15:38:50 +01:00
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
c443459282
wireframe/corner_set: fix luacheck warnings 2022-01-03 13:30:22 +00:00
bc1ded787c
wea.sculpt.apply: Comment debug logging 2022-01-02 17:19:53 +00:00
80e230a9d7
saplingnames: update cool_trees bamboo 2022-01-02 17:16:38 +00:00
d9204e95b5
selection: Improve message shown to players 2022-01-02 13:19:31 +00:00
2d53869f11
//move+: fix leaving-source-behind problem 2021-12-31 13:38:13 +00:00
d252ec4675
wea.move: add potential solution as a comment 2021-12-31 03:05:02 +00:00
934007c07b
//move+ add comment about bug 2021-12-31 03:01:51 +00:00
1310dae884
Refactor: Split up terrain.lua, make subtable wea.terrain
This is just the start, if my plans work out.

The eventual aim here is to implement a generic Heightmap2D class, just 
like Vector3.

This will make interacting with heightmaps much easier.
2021-12-31 02:42:32 +00:00
9df5ba6fe5
//sculpt, //sculptlist: fix naming of static brushes; prettify output 2021-12-31 01:43:53 +00:00
227265db72
//sculpt: fix importing static brushes 2021-12-31 01:39:04 +00:00
f19b22e906
//sculpt: add simple test ellipse static brush 2021-12-31 01:04:27 +00:00
ec04cc58be
Add support for autoloading static brushes on server start 2021-12-31 01:03:56 +00:00
ef2dbc1806
Reorder brushes
circle_soft1 is now the default brush, as it's awesome
2021-12-28 19:07:02 +00:00
b0e0b83c0d
//sculpt: Add buffer to catch height variations in terrain 2021-12-28 19:04:13 +00:00
ca6f1e7cea
//sculpt: sort pos{1,2}_compute 2021-12-28 18:38:10 +00:00
1de037c341
//sculpt brushes: __smooth → __gaussian 2021-12-28 18:35:16 +00:00
3e2687f82d
Add soft circle brush 2021-12-28 18:32:40 +00:00
1cad9f4064
Minor layout tweaks 2021-12-28 18:32:10 +00:00
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
17cc91ba1c
//sculpt: implement circle brush 2021-12-28 17:45:20 +00:00
2da0f2dcc2
Add circle brush, but it isn't working right just yet. 2021-12-28 17:22:18 +00:00
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
bbafca2020
apply: use wea.sculpt.apply_heightmap() 2021-12-28 02:20:47 +00:00
b0c3d34dd0
Implement apply function for VoxelManipulators 2021-12-28 02:17:26 +00:00
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
d657ce1abe
//sculptlist: fix bugs. It works! 2021-12-27 19:36:57 +00:00
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
eab498aac2
comment debug logging 2021-12-27 01:58:01 +00:00
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
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
d560583121
Make //copy+ a thing using the new wea.parse.axes 2021-11-11 02:20:37 +00:00
VorTechnix
f7d4c5c6ac
Fix shadowing error 2021-11-07 07:04:07 -08:00
3f48832fff
Merge branch 'main' into VorTechnix 2021-11-07 14:31:01 +00:00
33a2ff1ed4
//spiral2 circle: round down 2021-10-31 19:48:40 +00:00
9d7000baed
Add circular spirals :D 2021-10-31 16:59:52 +00:00
d3a8efb9b8
Add //spiral2, write glue for square spirals
Next up: circular spirals!
2021-10-31 15:11:01 +00:00
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