a6f5fe5123
Finish initial //ellipsoidapply implementation
2020-09-20 21:19:29 +01:00
358fac7c7c
//subdivide: print update whent he last chunk is completed
...
....it's very misleading otherwise.
2020-09-20 17:38:58 +01:00
d2b38d0ea1
Move special commands to dedicated subdirectory
2020-09-20 17:33:48 +01:00
5ad44e7c31
//forest: Fix error message on invalid on sapling/node name
2020-09-15 01:40:55 +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
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
6846369cf9
typo & insert link into quick reference
2020-08-21 21:28:14 +01:00
e8a9ba8800
Update changelog & document //erode in the README
2020-08-21 21:26:29 +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
acb288b984
Fix a ton of bugs but there are lots more to go.....
2020-08-21 13:27:40 +01:00
de6ea49d6f
//many: fix server logging
2020-08-11 21:47:52 +01:00
90ea388003
Implement //many command
2020-08-11 21:39:28 +01:00
f3c6329526
For #21 , but I can't reproduce
2020-07-17 17:02:12 +01:00
32b4a84a4a
//subdivide: no no no. that can't be the problem because worldedit.sort_pos() implicitly clones
2020-06-27 02:05:31 +01:00
ce6ed01b36
//subdivide: hrm. maybe a shallowcopy might work?
2020-06-26 22:47:13 +01:00
0e74d22971
//subdivide: improve chunk counting again
...
....we really should do the maths properly, but I can't seem to get it
right
2020-06-26 21:56:26 +01:00
9b913bdfb1
all commands: use human_time() in output
2020-06-26 21:23:03 +01:00
3487e5c32b
//subdivide: Tidy up output
2020-06-26 21:15:13 +01:00
0afbba4deb
os.clock() → minetest.get_us_time()
...
....how did I miss that :P
2020-06-26 20:46:35 +01:00
5aec4d756c
//subdivide: it works!
...
Now to pretty it up a bit.
2020-06-26 18:57:25 +01:00
be38facaab
//subdivide: fix crash, but it's still not working as intended
2020-06-26 18:43:07 +01:00
20a026724f
Start implementing //subdivide, but it isn't finished yet.
2020-06-26 02:13:11 +01:00
c0624f5a94
Port human_time from Pepperminty Wiki & put it to use in //multi
...
Also, we've got a changelog!
2020-06-25 23:45:27 +01:00
b8a5bec987
Centralise all command aliases
...
This should avoid any crashes on startup because worldedit.alias_command
is nil too (strange!)
2020-06-11 01:00:19 +01:00
75a17ed64f
Add //layers command
...
Also add aliases //naturalise and //naturalize
2020-06-11 00:38:16 +01:00
da1c56cc23
Add //convolve documentation to README & aliases
2020-06-10 01:38:09 +01:00
2b32385fdf
convolve: fix minor chat command issues
2020-06-10 01:06:34 +01:00
2dbbeef9c9
convolve: fix a bunch of bugs.
...
It's still behaving reeaallllly strangely though
2020-06-09 22:00:56 +01:00
868052f945
Add //convolve command
...
....but it's all untested of course :P
2020-06-09 21:11:34 +01:00
e5d847f7e6
//count: fix logging
2020-06-09 21:08:15 +01:00
e26d5b1580
Upgrade //overlay to support a mix of nodes
2020-06-07 20:46:46 +01:00
c0b40266c8
//replacemix: add command
2020-05-14 21:37:27 +01:00
f3a8c1dd64
Add //count
2020-05-12 00:38:42 +01:00
952d7a96f8
Add //walls command - fixes #12
2020-05-11 21:44:18 +01:00
5f7a64702a
Add //bonemeal command
2020-05-11 02:02:02 +01:00
df629157b2
//maze[3d]: fix logging
2020-05-10 23:46:19 +01:00
fb228bb37b
//maze[3d]: Fix no arguments specified edge case
2020-05-10 23:40:46 +01:00
70f7e64371
worldedit → worldeditadditions
2020-05-10 23:29:49 +01:00
576351225a
//maze[3d]: fix path dimension edge cases
...
- value less than 1
- non-integer value (unconditionally math.floor(); comment added about
this)
2020-05-10 22:18:26 +01:00
6be534d4b7
Migrate //ellipsoid and it's sibling to worldedit.register_command
2020-05-10 22:01:31 +01:00
b7888a2b3f
migrate //floodfill to worldedit.register_command
2020-05-10 21:52:35 +01:00
bdf0bdea93
Migrate //torus to worldedit.register_command
2020-05-10 21:44:00 +01:00
ae068989e2
migrate //overlaya to worldedit.register_command
2020-05-10 21:32:01 +01:00
bdfd74346e
Migrate //maze3d to worldedit.register_command
2020-05-10 21:21:00 +01:00
58faa8349e
Fix safe_region
2020-05-10 21:08:22 +01:00
8e515c3778
Refactor //maze to use worldedit.register_command
...
....but I'm confused as to how the automatic safe_region thing works - I
can't get it to trigger
2020-05-10 21:00:16 +01:00
35bd8f19b2
maze3d: fix command parsing
2020-05-03 17:10:41 +01:00
29223a3455
Patch maze3d to support the path dimennsion settings, but there's some weirdness going on
2020-05-03 17:02:28 +01:00
2720f62d09
//maze: add path_length and path_width support
...
....now we jujst need to tackle //maze3d
2020-05-03 16:19:42 +01:00
d35a55ea9e
commands: refactor into separate files
2020-05-03 00:37:18 +01:00
a2d078e156
Add //maze3d command
2020-04-29 01:55:55 +01:00
cf4f602f38
add //maze command
2020-04-28 22:41:55 +01:00
4824f28a95
Refine chat output of //multi command
2019-06-18 00:41:34 +01:00
9f3e3c23ae
Bugfix: Use a copy of worldedit's safe system to avoid issues
2019-06-02 13:57:28 +01:00
6f2d328f4b
//multi: Remove command name in brackets
2018-10-19 23:45:14 +01:00
3eefdd4d39
/multi: Add timing info
2018-10-19 22:35:02 +01:00
ccc86e78ae
//floodfill: Fix crash
2018-10-14 12:59:00 +01:00
ac05627d53
Add //multi
command.
...
TODO: Documentation. Perhaps it should be it's own mod?
2018-10-14 00:19:32 +01:00
bbde06c72e
[floodfill] Bugfix: Don't get caught in an infinite loop if the search & replace nodes are identical
...
Also fix a crash in the //floodfill command logic if pos1 is nil
2018-06-22 21:23:12 +01:00
f3745dc6ba
Fix a few small bugs
2018-06-10 13:48:11 +01:00
429beb2e52
Add a hollowellipsoid command
2018-06-09 20:02:30 +01:00
43f395ad02
Try to fix the ellipsoid function, but it's not working right.
...
Thankfully I have a clue as to what's going wrong, which I've made a
note of. Time for some research I think.....
2018-06-09 13:36:25 +01:00
88c59fca7c
Initial //ellipsoid implementation. Also reduce default floodfill radius
2018-06-09 13:05:09 +01:00
e4eb070c0f
Add //overlay, and start filling out README
2018-05-22 22:20:26 +01:00
083f7a2967
Remove todos
2018-05-20 14:51:30 +01:00
a9d8dab77c
Add safe_region support
2018-05-20 14:46:54 +01:00
85cfd93d5e
Add dependency to commands mod
2018-05-20 14:28:15 +01:00
9412a1bf30
Add optimised radius checking
2018-05-20 14:19:43 +01:00
0bb807ff86
Fixed some bugs, but it keeps running out of memory.
2018-05-20 12:23:09 +01:00
02b54e6215
It doesn't have any syntax errors, so I guess there's only one way to find out if it actually works :P
2018-05-20 11:52:16 +01:00