aboutsummaryrefslogtreecommitdiff
path: root/src/mapgen/mapgen_v7.cpp
Commit message (Collapse)AuthorAge
* mapgen: drop mapgen id from child mapgens.Loïc Blot2019-03-31
| | | | | | This id must be owned by the child mapgen and never be set to a misc value by a developer Also use nullptr in some places
* Change mapgen order to ores > dungeons > decorations (#7656)Paramat2018-08-20
| | | | | | | | | | | Previously dungeons > decorations > ores. Decorations depend on the node they are placed on, and ore types are increasingly able to place large continuous volumes of nodes, such as strata. Decorations are increasingly being used underground. The new order avoids a node being changed by ore generation after a decoration has been placed on it. The new order also avoids ores appearing in the walls of a dungeon if the wall nodes match the local stone node.
* Mapgen flags: Add 'biomes' global mapgen flag (#7355)Paramat2018-06-08
| | | | | | | | | Previously the only way to disable biomes was to 'clear' the registered biomes in a mod, but this method causes large amounts of unnecessary processing: 1. Calculation of 4 2D noises. 2. Looping through all nodes of a mapchunk replacing nodes with identical nodes. The new flag disables those operations.
* Mgv7: Avoid rivergen removing mod-placed nodes when overgenerating (#7388)Paramat2018-05-31
| | | | | Only allow river generation to replace c_stone. This also acts as an optimisation by being placed before canyon shape calculation.
* Mgv7: Code cleanup (#7299)Paramat2018-05-07
|
* Mapgen caves: Re-order generation to fix cavern bugParamat2018-04-29
| | | | | | | Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
* Biome API / dungeons: Add biome-defined dungeon nodesParamat2018-04-07
| | | | | | | | | | 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.
* Fix various clang-tidy reported performance-type-promotion-in-math-fnLoïc Blot2018-04-03
|
* Fix many issues reported by clang-tidy (#7189)Loïc Blot2018-04-02
| | | | | | | | | | | * Fix many issues reported by clang-tidy We have many issues in code related to some performance to float <-> double. Clang-tidy reported it in performance-type-promotion-in-math-fn I fixed many of them. It's not ready for a promote to blocking Also fix some value which should be const-ref
* Mapgen: Remove unused mgv7 code and some unused biometypesParamat2018-03-26
|
* VoxelArea: add_{x,y,z,p} must be staticLoic Blot2018-03-09
| | | | | Fix some documentations issues Use getNodeNoCheck(v3s16, ...) in some cases instead of getNodeNoCheck(x, y, z, ...)
* Dungeons: Add Y limits in all mapgensparamat2018-02-20
| | | | Preserve the upper limit used in mgvalleys.
* Mapgen folder: Update and improve copyright information of filesparamat2018-01-15
|
* Mgv7 floatlands: Add exponent parameterparamat2018-01-03
| | | | | Allows more control over shape of floatland mountain terrain. Terrain shape is unchanged.
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Move files around