| Commit message (Collapse) | Author | Age |
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Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
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This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method. Valleys Mapgen is left unmodified.
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This commit condenses the above methods into a single implementation used by
V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
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BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
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Correct parameter names mg_valleys to mgvalleys
Remove biome NoiseParams from MapgenValleysParams
Improve format of parameter code
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Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
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A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
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Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
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To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
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Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
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3D Mandelbrot/Mandelbar
3D Christmas Tree
3D Mandelbulb
3D Cosine Mandelbulb
4D Mandelbulb
Plus corresponding julia set for each
Add credits for formulas
Rename parameter 'formula' to 'fractal'
Speed optimisations
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Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
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Improve default parameters
Update and improve documentation
Unhide mapgen, but is still unstable
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Flag is set by default in MapgenParams
The global 'trees' flag remains but is now
undocumented and unset by default in MapgenParams
Add mgv6_spflag 'trees' set by default in
defaultsettings.cpp to affect new worlds only
This is automatically backwards
compatible for existing worlds
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Remove CaveFractal
Add a lava depth constant to CaveV5 to make it universal
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Complete set of parameters for each of mandelbrot and julia sets
The julia set structure often needs different iterations and scale
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Player now spawns on julia set due to julia offset
Add commented-out '#include profiler.h' for timetaker use
Use v3fs to reduce number of parameters
Tune tunnel width to match mgv7
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