aboutsummaryrefslogtreecommitdiff
path: root/src/mg_biome.h
Commit message (Collapse)AuthorAge
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
|
* Mapgen files: Update and correct copyright creditsparamat2017-05-26
|
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Biomes: Increase heat and humidity noise spread to 1000paramat2016-12-03
| | | | | | | To avoid smaller biomes when extra biomes are added to MTGame. The addition of bushes in MTGame grasslands makes wood resources easier to find and less distant, so slightly larger biomes are now acceptable, but also desirable to encourage travel and create more sense of adventure.
* Biome API: Add per-biome riverbed material and depthparamat2016-06-05
| | | | | | Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
* Biomes: Define and use biome_t for biome IDskwolekr2016-06-04
|
* Change internal type for seeds to s32kwolekr2016-06-04
| | | | | This fixes value truncation (and therefore incompatibility) on platforms with an LP32 data model, such as VAX or MS-DOS.
* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
|
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | 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.
* Split ObjDef/ObjDefManager out to objdef.cppkwolekr2015-05-18
|
* Biome API: Add biome-specific river waterparamat2015-04-19
|
* Schematics: Remove referenced schematics from Decorations on clearkwolekr2015-04-17
|
* Biomes: Remove referenced biomes from Decorations on clearkwolekr2015-04-16
|
* Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr2015-04-16
| | | | | | | | | NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
* ObjDefManager, Mapgen SAPI: Huge refactoringkwolekr2015-03-31
| | | | | | | - General code cleanup - Unified object creation and loading - Specifying objects in APIs is now orthogonal (i.e. anything can take an ID, name string, or the raw table definition (and automatically registers if present
* GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr2015-03-31
| | | | Add core.clear_registered_schematics() and refactor schematics somewhat
* Biome API: Re-calculate biome at every surface in a mapchunk columnparamat2015-02-26
|
* Replace instances of height_min/height_max with y_min/y_max to remove ambiguitykwolekr2014-12-30
|
* Biome API: Add shore top and shore filler nodes, underwater node, water top ↵paramat2014-12-28
| | | | node. Add water top depth and shore height parameters. Remove water dust node
* Redefine NodeResolver interface and replace with callback mechanismkwolekr2014-12-27
|
* Add minetest.clear_registered_decorations() and clear_registered_ores()kwolekr2014-12-12
|
* Biomes: Make biome heat and humidity noise parameters user-configurablekwolekr2014-12-09
|
* Add minetest.clear_registered_biomes() apikwolekr2014-12-06
|
* Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct depth ↵paramat2014-12-03
| | | | of mgv7 biomes. l_mapgen.cpp: add '#include mapgen_v5.h' because '#include mapgen_v7' is there. Improve underwater grass hack
* Fix warnings and other misc. minor changeskwolekr2014-11-14
|
* Add Generator Element Management frameworkkwolekr2014-11-12
| | | | Add BiomeManager, OreManager, DecorationManager, and SchematicManager
* Split up mapgen.cppkwolekr2014-11-01