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107 lines
5.9 KiB
Markdown
107 lines
5.9 KiB
Markdown
# WorldEditAdditions Changelog
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It's about time I started a changelog! This will serve from now on as the main changelog for WorldEditAdditions.
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Note to self: See the bottom of this file for the release template text.
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## v1.13: Untitled update (unreleased)
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- Add `//sfactor` (_selection factor_) - Selection Tools by @VorTechnix are finished for now.
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## v1.12: The selection tools update (26th June 2021)
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- Add `//spush`, `//spop`, and `//sstack`
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- Add `//srect` (_select rectangle_), `//scol` (_select column_), `//scube` (_select cube_) - thanks, @VorTechnix!
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- Add `//scloud` (_select point cloud_), `//scentre` (_select centre node(s)_), `//srel` (_select relative_) - thanks, @VorTechnix!
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- Add `//smake` (_selection make_) - thanks, @VorTechnix!
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- Significantly refactored backend utility functions (more to come in future updates)
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- Add new universal chance parsing
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- Any `<chance>` can now either be a 1-in-N number (e.g. `4`, `10`), or a percentage chance (e.g. `50%`, `10%`).
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- Caveat: Percentages are converted to a 1-in-N chance, but additionally that number is rounded down in some places
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- `//torus`, `//hollowtorus`: Add optional new axes
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- `//torus`, `//ellipsoid`: Add optional hollow keyword - @VorTechnix
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- `//multi`: Add curly brace syntax for nesting command calls ([more information](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#multi-command_a-command_b-command_c-))
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- `//erode`: Add new `river` erosion algorithm for filling in potholes and removing pillars
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### Bugfixes
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- `//bonemeal`: Try bonemealing everything that isn't an air block (#49)
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- `//overlay`: Don't place nodes above water
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- `//multi`: Improve resilience by handling some edge cases
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- `//layers`: Fix crash due to outdated debug code
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- `//erode`/snowballs: Fix assignment to undeclared variable
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- `//floodfill`: Fix error handling
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## v1.11: The big data update (25th January 2021)
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- Add `//scale` (currently **experimental**)
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- Scale operations that scale up and down at the same time are split into 2 separate operations automatically (scaling up is always performed first)
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- `//count`: Make numbers human-readable
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- Tip: Use a monospace font for the chat window, and the columns will be aligned!
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- Add `//hollow` for hollowing out areas (a step towards parity with Minecraft WorldEdit)
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- `//subdivide`: Improve performance of initial chunk counting algorithm - it should get started on the job _much_ quicker now (especially on large regions)
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- `//subdivide`: Fix a bug where the entire defined region was emerged all at once instead of in chunks
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- `//subdivide`: Fix performance & memory usage issues
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- Fix passing arguments to the command being executed
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- If you encounter any other issues with it over large areas (particularly 2000x150x2000 and larger), please let me know
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- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
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- `//many` can now be used with commands with no arguments.
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- `//conv`, `//erode`, `//fillcaves`: Treat liquids as air
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- Add new [cloud wand](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#cloud-wand)
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- `//conv`, `//erode`: Minor refactoring to improve code clarity
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## v1.10: The tidyup update (16th January 2021)
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- `//maze`: Fix some parts of generated mazes staying solid
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- `//maze`, `//maze3d`: Allow non-number seeds (existing seeds aren't affected - they will still produce identical output)
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- `//many`: Improve format of progress messages, add ETA
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- `//subdivide`: Make asynchronous, and use `minetest.emerge_area()` to ensure areas are loaded before executing on a subdivision chunk
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- This will ensure that `//subdivide`ing enormous regions should now function as expected. Want to level an entire rainforest with `//subdivide` and `//clearcut`? Now you can! :D
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- Add `//line` for drawing simple lines
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## v1.9: The Nature Update (20th September 2020)
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- Add `//many` for executing a command many times in a row
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- Add **experimental** `//erode` command
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- Add `//fillcaves` command - fills in all air nodes beneath non air-nodes
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- Add `//forest` command for quickly generating forests, and `//saplingaliases` to compliment it
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- Add `//ellipsoidapply`: Like `//cubeapply`, but clips the result to an ellipsoid that is the size of the defined region.
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- Fix some minor bugs and edge cases
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- `//subdivide`: Print status update when completing the last chunk
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- `//count`: Optimise by removing nested `for` loops
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## v1.8: The Quality of Life Update (17th July 2020)
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- Update `//multi` to display human readable times (e.g. `2.11mins` instead of `126600ms`)
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- Far wand: Notify player when setting pos1 and pos2
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- Make timings more accurate (use `minetest.get_us_time()` instead of `os.clock()`)
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- Add _experimental_ `//subdivide` command
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- Attempt to fix a crash on startup due to a dependency issue (#21)
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## v1.7: The Terrain Update! (21st June 2020)
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- Added `//layers` (like WorldEdit for Minecraft's `//naturalize`)
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- Added `//convolve` (advanced terrain smoothing inspired by image editors)
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- Added far wand (like the regular WorldEdit wand, but with a configurable range that can extend to 100s of blocks)
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[/list]
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## Release text template
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The text below is used as a template when making releases.
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--------
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INTRO
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See below for instructions on how to update.
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CHANGELOG HERE
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## Updating
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Updating depends on how you installed WorldEditAdditions.
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- UI in Minetest: There should be an update button for you to click in the mod menu
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- ContentDB: Download the latest update from [here](https://content.minetest.net/packages/Starbeamrainbowlabs/worldeditadditions/)
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- Git: `cd` to the WorldEditAdditions directory and run `git pull` (**Important:** Recently, WorldEditAdditions changed the default branch from `master` to `main`. If you're updating from before then, you'll need to re-clone the mod or else do some git-fu)
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After installing the update, don't forget to restart your client and / or server.
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--------
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