| Commit message (Collapse) | Author | Age |
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* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance
* VoxelArea: precalculate extent (performance enhancement)
This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
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As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.
Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
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Also disable CavesRandomWalk at a safer distance from caverns.
Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.
However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.
Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
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Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
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Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.
Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
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When a CavesNoiseIntersection tunnel intersects a river place biome
'riverbed' nodes in tunnel entrance instead of biome 'top' nodes.
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This fixes value truncation (and therefore incompatibility) on platforms
with an LP32 data model, such as VAX or MS-DOS.
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- Convert instances of numeric literal doubles to floats
- Move dswitchint to a local variable now that being a member is unnecessary
- Improve const correctness
- Indentation fixes
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MSVC and GCC evaluate parameters in right-to-left order, whereas Clang
evaluates in left-to-right order, and of course, an optimization could
leave the order of evaluation completely indeterminate.
This commit fixes all instances of the error by explicitly assigning the
results of expressions that use PseudoRandom::next() or range() to their
respective vector components.
The right-to-left evaluation behavior is preserved since Clang is much less
commonly used to compile Minetest than GCC and MSVC combined, and would
therefore cause the least harm.
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- Add comment explaining why it exists
- Remove unused 'flooded' variable
- Rename shadowed variable
- Fix some code style
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Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
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Remove CaveFractal
Add a lava depth constant to CaveV5 to make it universal
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When tunnels entirely above ground were avoided, the
missing pseudorandom calls changed the allowed caves.
Now, above ground tunnels are not placed while
still running all previous pseudorandom calls.
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Mgv5/mgv7: Remove 'should make cave hole' feature
Remove ravine code
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Remove large cave checks for air
Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels
More large caves
Shorten lines
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Conf.example: Update mgv5 mapgen params
Mgv7: Lava caves only below -256
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Add large pseudorandom caves below -256
De-link terrain level from water_level
Cavegen: Mgv5 large cave code
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Add 'absolute value' option to noise map functions
Extend persistence modulation to 3D noise
Extend 'eased' option to noise2d_perlin* functions
Some noise.cpp formatting fixups
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Add support for notify-on-decoration
Clean up mapgen constructors
Clean up mapgen.cpp code style somewhat
Remove trailing whitespace from some files
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MapgenParams is no longer a polymorphic class, eliminating the need for messy and bug-prone reallocations.
Separation between the common and mapgen-specific parameters is now strongly defined.
Mapgen parameters objects are now properly encapsulated within the proper subsystems.
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issues
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mixing of lava and water in caves
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Mapgen V7
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