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* Rework use_texture_alpha to provide three opaque/clip/blend modessfan52021-01-29
* Drop never documented 'alpha' property from nodedefsfan52021-01-29
* ContentDB: Order installed content first (#10864)rubenwardy2021-01-28
* Fix ESC in error dialog from closing Minetest (#10838)Yaman Qalieh2021-01-23
* Use JSON for favorites, move server list code to Lua (#10085)rubenwardy2021-01-22
* Load system-wide texture packs too (#10791)Zughy2021-01-21
* Removed some obsolete code (#10562)Zughy2021-01-21
* Local tab: rename 'Configure' to 'Select Mods' (#10779)Zughy2021-01-20
* ContentDB: Ignore content not installed from ContentDBrubenwardy2021-01-16
* Implement on_rightclickplayer callback (#10775)JDiaz2021-01-11
* Sanitize server IP field in mainmenu (#10793)Zughy2021-01-10
* ContentDB: Add overwrite dialog when content is already installed (#10768)rubenwardy2021-01-04
* Add on_deactivate callback for luaentities (#10723)hecks2021-01-02
* "Browse online content" formspec improvement (#10756)Zughy2021-01-02
* Display Minetest header when menu_last_game value isn't available anymore (#1...Zughy2020-12-28
* Fix minetest.is_nanLars Mueller2020-12-24
* Add dependency resolution to ContentDB (#9997)rubenwardy2020-12-23
* Fix fallnode rotation of wallmounted nodebox/mesh (#10643)Wuzzy2020-12-22
* Fix some more joystick issues (#10624)Markus2020-12-19
* MainMenu: Add clear button and icon for search input (#10363)Andrey2020-12-19
* Add open user data button to main menu (#10579)rubenwardy2020-12-19
* Allow configuring block disk and net compression. Change default disk level.Lars2020-12-15
* Revert "Increase limit for simultaneous blocks sent per client and the meshge...sfan52020-12-04
* Fix MSAA stripes (#9247)HybridDog2020-12-04
* Fix certain connected nodeboxes crashing when fallingsfan52020-12-04
* Increase limit for simultaneous blocks sent per client and the meshgen cache.Lars2020-11-16
* Fix falling image of torchlike if paramtype2="none" (#10612)Wuzzy2020-11-15
* Copy position for can_digsfan52020-11-12
* Increase default emerge queue limits and limit enqueue requests for active bl...Lars2020-11-12
* Do not set a default for description in itemdef table (#10559)DS2020-11-10
* Increase defaults for viewing_range, active_object_range and related settings...Lars2020-11-03
* Fix segfault in deprecation logging due to tail call, log by default (#10174)rubenwardy2020-10-31
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-25
* Add documentation to builtin core.run_callbacks (#10494)DS2020-10-21
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
* Give unnamed world names incrementing numbers. Format 'world<number>' (#10247)Paramat2020-10-13
* Add a short_description to be used by mods (#8980)DS2020-10-09
* Improve the `fsaa` setting description (#10279)Hugo Locurcio2020-10-06
* Add minetest.get_artificial_light and minetest.get_natural_light (#5680)HybridDog2020-10-06
* Deprecate get_player_velocity and add_player_velocity (#10173)rubenwardy2020-10-04
* Lua API: Add register_on_chatcommand to SSM and CSM (#7862)Elijah Duffy2020-10-03
* Reduce the FPS when the window is unfocused (#8837)HybridDog2020-10-03
* Chatcommand: Show help message if func returns false without messageHybridDog2020-10-03
* Improve layout of main menu 'local' tab (#10366)Paramat2020-09-29
* Ability to remove minetest.after once set (#10103)tenplus12020-09-23
* Remove "generate normal maps" feature (#10313)hecks2020-09-14
* Add 'ores' global mapgen flag (#10276)Paramat2020-09-03
* Fix #10349 game crashing if dropped an item with undefined light_source (#10351)Pierre-Yves Rollo2020-08-30
* Fix dropped craftitems/tools not using light_source values (#9438)LoneWolfHT2020-08-30
* Add vector.offset (#10321)DS2020-08-29
state variables u16 m_ystride; u16 m_zstride_1d; Noise *noise_cavern; content_t c_water_source; content_t c_lava_source; }; /* CavesRandomWalk is an implementation of a cave-digging algorithm that operates on the principle of a "random walk" to approximate the stochiastic activity of cavern development. In summary, this algorithm works by carving a randomly sized tunnel in a random direction a random amount of times, randomly varying in width. All randomness here is uniformly distributed; alternative distributions have not yet been implemented. This algorithm is very fast, executing in less than 1ms on average for an 80x80x80 chunk of map on a modern processor. */ class CavesRandomWalk { public: MMVManip *vm; const NodeDefManager *ndef; GenerateNotifier *gennotify; s16 *heightmap; BiomeGen *bmgn; s32 seed; int water_level; float large_cave_flooded; // TODO 'np_caveliquids' is deprecated and should eventually be removed. // Cave liquids are now defined and located using biome definitions. NoiseParams *np_caveliquids; u16 ystride; s16 min_tunnel_diameter; s16 max_tunnel_diameter; u16 tunnel_routepoints; int part_max_length_rs; bool large_cave; bool large_cave_is_flat; bool flooded; bool use_biome_liquid; v3s16 node_min; v3s16 node_max; v3f orp; // starting point, relative to caved space v3s16 of; // absolute coordinates of caved space v3s16 ar; // allowed route area s16 rs; // tunnel radius size v3f main_direction; s16 route_y_min; s16 route_y_max; PseudoRandom *ps; content_t c_water_source; content_t c_lava_source; content_t c_biome_liquid; // ndef is a mandatory parameter. // If gennotify is NULL, generation events are not logged. // If biomegen is NULL, cave liquids have classic behaviour. CavesRandomWalk(const NodeDefManager *ndef, GenerateNotifier *gennotify = NULL, s32 seed = 0, int water_level = 1, content_t water_source = CONTENT_IGNORE, content_t lava_source = CONTENT_IGNORE, float large_cave_flooded = 0.5f, BiomeGen *biomegen = NULL); // vm and ps are mandatory parameters. // If heightmap is NULL, the surface level at all points is assumed to // be water_level. void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap); private: void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz); inline bool isPosAboveSurface(v3s16 p); }; /* CavesV6 is the original version of caves used with Mapgen V6. Though it uses the same fundamental algorithm as CavesRandomWalk, it is made separate to preserve the exact sequence of PseudoRandom calls - any change to this ordering results in the output being radically different. Because caves in Mapgen V6 are responsible for a large portion of the basic terrain shape, modifying this will break our contract of reverse compatibility for a 'stable' mapgen such as V6. tl;dr, *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING *** */ class CavesV6 { public: MMVManip *vm; const NodeDefManager *ndef; GenerateNotifier *gennotify; PseudoRandom *ps; PseudoRandom *ps2; // configurable parameters s16 *heightmap; content_t c_water_source; content_t c_lava_source; int water_level; // intermediate state variables u16 ystride; s16 min_tunnel_diameter; s16 max_tunnel_diameter; u16 tunnel_routepoints; int part_max_length_rs; bool large_cave; bool large_cave_is_flat; v3s16 node_min; v3s16 node_max; v3f orp; // starting point, relative to caved space v3s16 of; // absolute coordinates of caved space v3s16 ar; // allowed route area s16 rs; // tunnel radius size v3f main_direction; s16 route_y_min; s16 route_y_max; // ndef is a mandatory parameter. // If gennotify is NULL, generation events are not logged. CavesV6(const NodeDefManager *ndef, GenerateNotifier *gennotify = NULL, int water_level = 1, content_t water_source = CONTENT_IGNORE, content_t lava_source = CONTENT_IGNORE); // vm, ps, and ps2 are mandatory parameters. // If heightmap is NULL, the surface level at all points is assumed to // be water_level. void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave, int max_stone_height, s16 *heightmap = NULL); private: void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground); inline s16 getSurfaceFromHeightmap(v3s16 p); };