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authorparamat <mat.gregory@virginmedia.com>2016-04-16 23:20:20 +0100
committerparamat <mat.gregory@virginmedia.com>2016-04-20 06:51:20 +0100
commitfed5dd3b5d153bc38939298f37650062d11a7082 (patch)
tree279dfac39f3ae387f98cbb4ffb9b3bbf64fcf627 /src/touchscreengui.h
parent855a305057a8a41d1e34520c4e88845872a01d6f (diff)
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Mgv7: Combine mountain terrain generation with base terrain generation
Previous mountain terrain generation was by necessity placing stone in air, this was removing air from any overgenerated structures such as tunnels, dungeons and large caves Moving it into the base terrain generation loop ensures that only 'ignore' is replaced generateRidgeTerrain: only return if node_max.Y < water_level - 16 Previously, if water level was set a few nodes above a mapchunk border the river channel was only partially excavated
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