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author | paramat <mat.gregory@virginmedia.com> | 2016-04-16 23:20:20 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-04-20 06:51:20 +0100 |
commit | fed5dd3b5d153bc38939298f37650062d11a7082 (patch) | |
tree | 279dfac39f3ae387f98cbb4ffb9b3bbf64fcf627 /src/util/numeric.h | |
parent | 855a305057a8a41d1e34520c4e88845872a01d6f (diff) | |
download | minetest-fed5dd3b5d153bc38939298f37650062d11a7082.tar.gz minetest-fed5dd3b5d153bc38939298f37650062d11a7082.tar.bz2 minetest-fed5dd3b5d153bc38939298f37650062d11a7082.zip |
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
Diffstat (limited to 'src/util/numeric.h')
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