| Commit message (Collapse) | Author | Age |
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Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a
stone surface was not found in it, causing water surface decorations
and water surface dust to fail.
Store the biome ID of the biome calculated at a water surface and add
it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk
column. The biome calculated at a stone surface still has priority
for the biomemap entry, as it should.
Edit an incorrect comment.
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Previously the only way to disable biomes was to 'clear' the registered
biomes in a mod, but this method causes large amounts of unnecessary
processing:
1. Calculation of 4 2D noises.
2. Looping through all nodes of a mapchunk replacing nodes with identical
nodes.
The new flag disables those operations.
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Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.
Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.
Remove hardcoded 'MG_STONE' types as long intended.
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Add 'node_cave_liquid' as a new field in biome registration.
If field is absent cave liquids fall back to classic behaviour.
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Change name of default biome to a more suitable lowercase 'default'.
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'y_min' and 'y_max' are still accepted for compatibility.
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'get biome data' returns biome id, heat and humidity.
Clean up nearby lines in lua_api.txt.
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Add 'vertical blend' parameter to biome registration that defines how
many nodes above the biome's 'y max' limit the blend will extend.
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* Move files around
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