| Commit message (Collapse) | Author | Age |
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Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.
Fixes 3D floatland terrain generating everywhere.
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Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
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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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Fix crash caused by destructor 'delete' on noise objects that are not
created due to mapgen options.
Crash was caused by commit 57eaf62c697cec91890d9cb28d10385d293d2d3f
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Only mgv6 uses the tree functions from treegen.cpp.
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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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Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
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'getSpawnLevelAtPoint()' did not account for disabled mountains, it
was possible to be spawned in mid-air where a mountain surface would
have been.
Avoid check for river area if rivers are disabled.
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This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
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Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
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Previously, rivers were sometimes blocked by vertical walls
of mountain terrain due to river carving being disabled
when base terrain height was below water_level - 16
Remove now unused base terrain heightmap created in
generateTerrain()
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This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method. Valleys Mapgen is left unmodified.
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This commit condenses the above methods into a single implementation used by
V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
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BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
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Correct parameter names mg_valleys to mgvalleys
Remove biome NoiseParams from MapgenValleysParams
Improve format of parameter code
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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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Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
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A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
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To avoid bright caves at mapchunk borders when generating mapchunks upwards
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Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
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To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
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Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
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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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Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
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Flag is set by default in MapgenParams
The global 'trees' flag remains but is now
undocumented and unset by default in MapgenParams
Add mgv6_spflag 'trees' set by default in
defaultsettings.cpp to affect new worlds only
This is automatically backwards
compatible for existing worlds
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Update copyright years in all mapgens
Add myself to copyright notices in mgv5 and mgv7
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Tune and optimise noise parameters
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very old code
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Lowest level of base terrain determines mountain generation in mapchunk
Change some positional function arguments from int to s16
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Add missing check for max_stone_y to mgv5 cavegen
Tunnels now carve through sand below water_level
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