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author | paramat <mat.gregory@virginmedia.com> | 2017-03-13 21:35:29 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-03-20 18:34:18 +0000 |
commit | d3131aeae79141961efdeff38446e73d027f13ff (patch) | |
tree | 2fc616e2bf1a2de756d5cf91f4ccf0953eb9941a /client/shaders/water_surface_shader | |
parent | 525d2a0d511bc9e9f3691af6ed2f5284dd205e33 (diff) | |
download | minetest-d3131aeae79141961efdeff38446e73d027f13ff.tar.gz minetest-d3131aeae79141961efdeff38446e73d027f13ff.tar.bz2 minetest-d3131aeae79141961efdeff38446e73d027f13ff.zip |
Map generation limit: Rewrite
The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.
First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
Diffstat (limited to 'client/shaders/water_surface_shader')
0 files changed, 0 insertions, 0 deletions