Commit graph

908 commits

Author SHA1 Message Date
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
75ffa81b7e
bonemeal: tidy up split_shell call 2021-12-28 01:46:12 +00:00
f1a433b5e3
split_shell: automatically trim whitespace; ignore args that consist solely of whitespace
Hence "//bonemeal       1     4     " now functions correctly
2021-12-28 01:27:39 +00:00
462570f2eb
//bonemeal: bugfix argument parsing 2021-12-28 01:26:53 +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
c030acfd7e
Vector3: add new .clamp() function 2021-12-27 02:18:56 +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
af0e54cfdf
//maze: update to use Vector3 2021-12-26 22:48:37 +00:00
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