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path: root/src/mapgen_v7.cpp
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* Mgv7: Avoid mid-air spawn on disabled mountain terrain, optimise functionparamat2016-09-30
| | | | | | | | '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.
* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
| | | | | | | | | | | | | | | 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.
* Mgflat/fractal/v7/valleys: Denser 3D noise tunnelsparamat2016-06-24
| | | | | | | 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
* Mapgen: Optimize biomemap creation by combining with generateBiomeskwolekr2016-06-05
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* Mgv7: Always carve river channels in mountain terrainparamat2016-06-02
| | | | | | | | 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()
* Mapgen: Combine dungeon generation codekwolekr2016-05-27
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* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
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* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
| | | | | | 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.
* Mapgen V7: Remove now-unused ridge heightmapkwolekr2016-05-27
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* Cavegen: Move V5-style caves to CavesNoiseIntersectionkwolekr2016-05-27
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* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
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* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
| | | | | This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | 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.
* Mapgen: Make 3D noise tunnels' width settableparamat2016-04-28
| | | | | | Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
* Mgv7: Combine mountain terrain generation with base terrain generationparamat2016-04-20
| | | | | | | | | | | | 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
* Mgv7, mgflat, mgfractal: Tunnel generation code optimisationparamat2016-04-12
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* Mapgen: Optimise cave noises and tunnel excavationparamat2016-04-08
| | | | | | 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
* Mgv7: Decrease cliff steepnessparamat2016-03-30
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* Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhereparamat2016-03-21
| | | | | | A bool for 'in or under tunnel' was missing 1-node-deep stone ledges were being replaced with biome surface material
* Mgv7: Limit pseudorandom caves to surface mapchunk or belowparamat2016-03-19
| | | | To avoid bright caves at mapchunk borders when generating mapchunks upwards
* Mapgen: Fix light in tunnels at mapchunk bordersparamat2016-03-14
| | | | | | 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.
* FindSpawnPos: Let mapgens decide what spawn altitude is suitableparamat2016-02-09
| | | | | | | | | | | | 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
* Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCavesparamat2016-02-02
| | | | | | | | | | 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
* Mgv7/flat/fractal: Place biome top node on tunnel entrance floorparamat2016-01-14
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* Mapgen: Various fixes and improvementsparamat2016-01-11
| | | | | | | | | | | | | 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
* Mgv5/v7/flat/fractal: More large pseudorandom cavesparamat2015-12-02
| | | | Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
* Mapgen: Add global 'decorations' flagparamat2015-11-21
| | | | | | | | | | 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
* Mapgen: Use mapgen-specific names for constants in headersparamat2015-10-09
| | | | | Update copyright years in all mapgens Add myself to copyright notices in mgv5 and mgv7
* Define and use limit constants for Irrlicht fixed-width typeskwolekr2015-10-04
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* Mgv5/6/7: Re-add #include profiler.h as commented-out optionparamat2015-09-19
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* Add map limit config optionrubenwardy2015-08-02
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* Mgv7: Use density noise + density gradient for mountain terrainparamat2015-07-21
| | | | Tune and optimise noise parameters
* Remove profiler.h include where it's not needed. Remove some unreachable and ↵Loic Blot2015-07-21
| | | | very old code
* Mgv7: Auto-set lowest mountain generation levelparamat2015-07-08
| | | | | Lowest level of base terrain determines mountain generation in mapchunk Change some positional function arguments from int to s16
* Mgv7: Lower base of mountain generation to -112 and define constantparamat2015-07-04
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* Mgv5/mgv7 caves: Remove sand found in underground tunnelsparamat2015-06-27
| | | | | Add missing check for max_stone_y to mgv5 cavegen Tunnels now carve through sand below water_level
* Mgv7: Edit noise parameters. Fewer octaves, larger spreads.paramat2015-06-21
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* Mapgen objects: Enable heatmap and humidmap for all biome api mapgensparamat2015-06-20
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* Biome API: Add noise defined biome blendparamat2015-06-18
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* Biome API: Enable biome generation to lower world limitparamat2015-06-15
| | | | Decorations: Remove lower limit of water level for placement
* Mgv5/mgv7: Trigger biome recalculation at underwater surfacesparamat2015-06-03
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* Biome API, mgv7: Increase heat/humidity spreads. Improve mgv7 noise parametersparamat2015-05-24
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* Mgv5/v7: Fix generateBiomes biome recalculation logic Biomegen down to y = ↵paramat2015-05-23
| | | | -192 for mgv5 deep oceans. Improve code
* Mapgen v5/v7: Detect sandstone, enable sandstone brick dungeonsparamat2015-05-17
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* Mapgen v5/6/7: Cleanup node resolver and aliasesparamat2015-05-12
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* Mgv5/v7: Add check for water for deciding biome node stabilityparamat2015-04-16
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* Cavegen: Remove now unnecessary checks for water, lava, iceparamat2015-04-07
| | | | | | | Remove large cave checks for air Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels More large caves Shorten lines
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr2015-03-31
| | | | Add core.clear_registered_schematics() and refactor schematics somewhat
* Mgv7: 1 up , 1 down overgeneration for chunk border continuityparamat2015-03-22
| | | | | | Fixes biome layer at y = 47 when base/alt terrain exceeds it Also fixes missing dust glitch at y = 47 Mgv5/mgv7:Cleanup code