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path: root/src/defaultsettings.cpp
Commit message (Expand)AuthorAge
* Add setting to disable direction dependent fog and sky colorssapier2013-12-15
* Add alpha setting to font shadowBlockMen2013-12-14
* Rewrite client media download and support hash-based remote downloadKahrl2013-12-13
* Implement httpfetch module and initialize it from main()Kahrl2013-12-13
* Add configurable font shadow.Ilya Zhuravlev2013-12-12
* Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settingssweetbomber2013-12-05
* Shaders rework.RealBadAngel2013-12-03
* Split server/client port setting to avoid port number clashes in mainmenusapier2013-11-28
* Increase liquid_loop_max to 10000 againPilzAdam2013-11-17
* Improved default settings for floatland perlin noise 1. Larger, more detailed...proller2013-11-14
* Lower the default max_users from 100 to 15ShadowNinja2013-09-28
* Add configurable PRAGMA synchronous =proller2013-09-17
* Add fallback font support for some languages.Ilya Zhuravlev2013-09-08
* Add a setting for HighPrecisionFPU (fixes #763).Ilya Zhuravlev2013-08-25
* Add ability to activate mods with doubleclick (remove old_style_mod_selection)PilzAdam2013-08-16
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Remove farmeshKahrl2013-08-13
* Fix path of mono font in defaultsettings.cppPilzAdam2013-08-07
* Make freetype usage configureable by a settingPilzAdam2013-08-04
* Change large amount of objects to be configurable via a setting in minetest.c...Novatux2013-08-04
* Weather supportproller2013-07-27
* Fix modstore URLsPilzAdam2013-07-22
* Disable gamemanager by defaultPilzAdam2013-07-22
* Fix bug in world creationsapier2013-07-22
* Enable mod and gamemanager by defaultsapier2013-07-22
* Add configurable curl timeoutsapier2013-07-22
* Fix many formspec menu bugssapier2013-07-07
* Mapgen V7: Huge rewrite, also tweaks to cavegen et al.kwolekr2013-07-06
* Add texture bumpmapping feature.RealBadAngel2013-07-04
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
* New math mapgen with fractal based worldsproller2013-06-23
* Add support for IPv6proller2013-06-23
* Add a setting for max loop count per step in liquid updatePilzAdam2013-06-20
* Add initial Decoration support, many misc. improvements & modificationskwolekr2013-06-17
* Add and implement setting max_clearobjects_extra_loaded_blocks.Kahrl2013-06-03
* Add mouse_sensitivity optionEsteban I. Ruiz Moreno2013-05-13
* Disable fall bobbing by default; enable using fall_bobbing_amount = 1.0Perttu Ahola2013-04-23
* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
* Mapgen indev: float islands, larger far biomesproller2013-03-24
* Support game-specific minetest.confPerttu Ahola2013-03-21
* initial mapgen indev version with farscale feature and huge cavesproller2013-03-16
* Re-add jungles, apple treeskwolekr2013-03-16
* Liquid fine tuningproller2013-03-14
* Add cloud menu background by Krisi, configurable with the menu_clouds option.ShadowNinja2013-03-13
* Change default settings for log level, texture atlas, document new settingskwolekr2013-02-27
* Merge pull request #482 from proller/liquidkwolekr2013-02-25
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| * new adjustable finite liquidproller2013-02-24
* | Fix selection of # threads, set default to 1 threadkwolekr2013-02-25
* | Tune queue limits, some other adjustmentskwolekr2013-02-25
16 nmin, v3s16 nmax, PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap); private: void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz); inline bool isPosAboveSurface(v3s16 p); }; /* CavesV6 is the original version of caves used with Mapgen V6. Though it uses the same fundamental algorithm as CavesRandomWalk, it is made separate to preserve the exact sequence of PseudoRandom calls - any change to this ordering results in the output being radically different. Because caves in Mapgen V6 are responsible for a large portion of the basic terrain shape, modifying this will break our contract of reverse compatibility for a 'stable' mapgen such as V6. tl;dr, *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING *** */ class CavesV6 { public: MMVManip *vm; INodeDefManager *ndef; GenerateNotifier *gennotify; PseudoRandom *ps; PseudoRandom *ps2; // configurable parameters s16 *heightmap; content_t c_water_source; content_t c_lava_source; int water_level; // intermediate state variables u16 ystride; s16 min_tunnel_diameter; s16 max_tunnel_diameter; u16 tunnel_routepoints; int part_max_length_rs; bool large_cave; bool large_cave_is_flat; v3s16 node_min; v3s16 node_max; v3f orp; // starting point, relative to caved space v3s16 of; // absolute coordinates of caved space v3s16 ar; // allowed route area s16 rs; // tunnel radius size v3f main_direction; s16 route_y_min; s16 route_y_max; // ndef is a mandatory parameter. // If gennotify is NULL, generation events are not logged. CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify = NULL, int water_level = 1, content_t water_source = CONTENT_IGNORE, content_t lava_source = CONTENT_IGNORE); // vm, ps, and ps2 are mandatory parameters. // If heightmap is NULL, the surface level at all points is assumed to // be water_level. void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave, int max_stone_height, s16 *heightmap = NULL); private: void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground); inline s16 getSurfaceFromHeightmap(v3s16 p); }; #endif