| Commit message (Collapse) | Author | Age |
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Remove old defaults system
Introduce priority-based fallback list
Use new functions for map_meta special functions
Change groups to use end tags
Unittest changes:
* Adapt unittest to the new code
* Compare Settings objects
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Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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Change biomemap data type from u8 to u16.
New technical (not practical) maximum is 65535 biomes.
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"Deprecated" means that something is still in use, but is unsupported and needs to be removed.
"Obsolete" means it is already out of use.
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This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
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* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
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* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
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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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Returns a suitable player spawn y co-ordinate for unmodified terrain.
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'y_min' and 'y_max' are still accepted for compatibility.
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Returns the decoration ID for the provided decoration name string.
For use with gennotify, to know the decoration IDs for use in
'minetest.set_gen_notify'.
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For 'place schematic' and 'place schematic on vmanip' APIs.
Fix 'place center' code to properly centre schematics.
Fix some comments.
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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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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Add a 'stratum thickness' integer parameter, as an alternative
to providing a 2nd noise parameter for thickness variation.
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* Move files around
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Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
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If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
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If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
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For precise control of schematic vertical position relative to the
'place_on' node.
Avoids workarounds that add empty nodes to a schematic and therefore
reduce performance.
Also remove long-unused decoration cutoff code.
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Creates a single undulating ore stratum that is continuous across mapchunk
borders and horizontally spans the world.
Due to being continuous is ideal for creating bands of alternative stone
type running through cliffs and mountains, or underground layers.
Add missing documentation of 'ore_param2' parameter.
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Last modernization fixes
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* Modernize source code: last par
* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
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* read_schematic_replacements: ensure fields are strings
add a type check before reading strings on read_schematic_replacements deserializer
* throw LuaError instead of asserting the whole client
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It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
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This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
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Allow any int value, and properly range check it before casting.
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Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.
This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.
This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
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In lua_api.txt, make clear that 'place on' and 'spawn by' can be lists.
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(#4430)
This fallback to std::map & std::set for older compilers
Use UNORDERED_SET as an example in decoration and ore biome sets
Use UNORDERED_MAP as an example in nameidmapping
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This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
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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
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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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Fix the type of the threshold value for mapgen.
The commit
a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 "Fix spelling of noise_threshold"
has changed it to be read as int, but it can have non-integral values too.
Thanks to @kwolekr for pointing this out.
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Fix memory leak in minetest.place_schematic
Slightly refactor Schematic code
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