Commit graph

104 commits

Author SHA1 Message Date
VorTechnix
f6ed297270 indentation fixes 2021-02-24 19:35:20 -08:00
VorTechnix
1d93122801 basename error handling 2021-02-24 09:19:08 -08:00
VorTechnix
489d856176 Added srect and basename
Also moved saplingaliases and corrected the block text in forest.lua
2021-02-24 08:40:53 -08:00
ee3effd458
//subdivide: fix passing arguments to the command being executed 2021-02-21 15:19:21 +00:00
3f871e01f5
//scale: fix more bugs, and also update the worldedit region after scaling 2021-02-18 02:18:34 +00:00
a63923fec9
//scale: scaling up works! Can't say the same about scaling down though, but that will come in time. 2021-02-18 01:24:53 +00:00
ed3adde56a
//scale: fix some bugs, and rename direction → anchor internally
It's nice to have some consistency, and find&replace saves soooo much 
time :P
2021-02-18 00:30:24 +00:00
bl-ue
1d3c2a0416 Fix typos 2021-02-09 19:53:30 -05:00
ad9e5a26b1
Start working on //scale, but it isn't finished yet. 2021-02-07 23:39:09 +00:00
555058b4ac
//subdivide: tweak update message display 2021-02-07 03:12:09 +00:00
1179ecb19a
//subdivide: cosmetic change to update messages 2021-02-07 02:59:41 +00:00
151afadf6c
//many: fix running commands that take no arguments 2021-02-07 02:59:19 +00:00
a360f06138
Fix eta calculations 2021-02-07 02:45:34 +00:00
2f5c1b759d
//subdivide: fix undefined variable; update reference 2021-02-07 01:35:06 +00:00
888ee04f9d
//subdivide: fix a number of other issues 2021-02-07 01:28:07 +00:00
15417354c6
//subdivide: fix undefined local variable 2021-02-06 19:34:46 +00:00
ac954abaea
//subdivide: tweak outut 2021-02-06 14:34:30 +00:00
0f4d95fc01
//hollow: fix parsing logic 2021-01-31 19:59:38 +00:00
0be205dae7
Start implementing //hollow, but it isn't finished yet 2021-01-31 18:03:07 +00:00
4b1cf074d5
//count: make numbers human-readable
Fixes #14
2021-01-31 17:43:08 +00:00
4b2f2b0001
Add //line
Fixes #25.
2021-01-16 18:36:17 +00:00
0cfd651510
Bugfix //subdivide: fix chunk size display 2020-10-10 22:41:19 +01:00
d2f101e9dd
It works! 2020-10-10 22:22:53 +01:00
2ac6ea03a7
Fix some bugs, but the new //subdivide still doesn't work yet 2020-10-10 21:50:03 +01:00
aa234595a8
Refactor //subdivide to call minetest.emerge_blocks
....whether it actually works or not is another question entirely 
though.....
2020-10-10 21:43:22 +01:00
7e02714c86
//subdivide: remove debug logging 2020-10-10 17:02:29 +01:00
ef165b9c58
Add ETA to //many, and tidy up message generation in //subdivide 2020-10-10 17:01:08 +01:00
fea89f2e3c
//maze, //maze3d: Allow non-number seeds
This uses a simple (non-crypto!) hash function to hash non-number 
strings to a number. Existing seeds are *not* affected - they will still 
work as before.
2020-09-28 01:31:15 +01:00
130524a7d0
Disable some debug prints, and update docs 2020-09-20 22:07:47 +01:00
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