c82c83d008
spiral: comment debug
2022-09-19 18:33:10 +01:00
073d621629
test geometry commands
2022-09-19 18:30:43 +01:00
9dc8165464
fixup
2022-09-19 17:34:53 +01:00
5ec877f2b7
strip remaining worldeditadditions.vector.tostring calls
2022-09-19 17:33:02 +01:00
1024b19629
fix startup crashes; crashes in cloudwand
2022-09-19 17:27:59 +01:00
2af1226b49
port everything else
...
phew!
2022-09-19 01:16:22 +01:00
41e3ebc7dd
Upgrade all main commands
2022-09-19 00:18:03 +01:00
a3acf3b16e
Update a bunch of APi methods
2022-09-18 22:58:33 +01:00
4a56d45c4b
Upgrade all selection commands
2022-09-18 22:20:04 +01:00
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