VorTechnix
021fdac284
variable refactor
2022-05-23 18:49:24 -07:00
VorTechnix
6ed65074b8
unexposed number parser
2022-05-23 18:04:34 -07:00
VorTechnix
a8655373a2
fixed typo
2022-05-23 17:11:26 -07:00
VorTechnix
3196a590f5
changed: functions returned
...
(and unexposed key_instance class)
2022-05-23 17:08:42 -07:00
VorTechnix
1cef968731
Key Instance type checking
2022-05-23 17:06:23 -07:00
VorTechnix
e17b2cce4e
small correction
2022-05-23 15:02:59 -07:00
VorTechnix
23140467d2
new parser connected
2022-05-23 14:58:45 -07:00
VorTechnix
2cddccdca4
working (tested) parser implementation
2022-05-23 14:58:27 -07:00
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
VorTechnix
a6b4d047b8
axes_parser implemented (not added to init)
2022-05-20 19:27:47 -07:00
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
98909f0fae
//metaball: bugfix
...
It works!
2022-05-16 20:14:31 +01:00
722e62bae0
Finish initial //metaballs command implementation, but it's untested
2022-05-16 01:21:09 +01:00
3311d80a2a
Rework metaballs backend
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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
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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+
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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
a4237dcca5
depends.txt → mod.conf
2022-05-01 17:07:30 +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
1da5599e80
remove debug logging
2021-12-31 14:46:23 +00:00
2d53869f11
//move+: fix leaving-source-behind problem
2021-12-31 13:38:13 +00:00
d6cd0cdb59
tokenize_commands: fix crash
2021-12-31 13:16:09 +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
56a83572e7
fixup
2021-12-31 02:46:15 +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
dd8cd78d6b
wea.inspect: pull metatable names from item.__name
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this is completely arbitrary, but will assist in discovering types of
tables etc.
2021-12-31 01:38:24 +00:00
4597edcf1e
str_ends: write tests
2021-12-31 01:33:44 +00:00
08cff1c967
strings/polyfill/str_ends: actually export it correctly
2021-12-31 01:14:08 +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
f259f85771
Add io compatibility layer
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....I can't believe that Lua doesn't have an inbuilt scandir
equivalent?!
2021-12-31 00:57:17 +00:00
1e9a651537
stings/polyfill: add str_ends
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....because seriously, Lua *really* should have this.
2021-12-31 00:55:46 +00:00
ef2dbc1806
Reorder brushes
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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
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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