| Commit message (Collapse) | Author | Age |
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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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Decorations: Remove lower limit of water level for placement
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-192 for mgv5 deep oceans. Improve 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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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
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Add core.clear_registered_schematics() and refactor schematics somewhat
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Fixes biome layer at y = 47 when base/alt terrain exceeds it
Also fixes missing dust glitch at y = 47
Mgv5/mgv7:Cleanup code
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Mgv5: Add large_cave_depth constant
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-MAP_GENERATION_LIMIT if surface not found
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NDEBUG is defined), replace those usages with persistent alternatives
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Conf.example: Update mgv5 mapgen params
Mgv7: Lava caves only below -256
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Conf.example: Add mgv7 cave1, cave2 noiseparams
Mgv7: Make skipping of mountain code relative to y=0 not water level
Mountain noise offset now -0.6 to compensate
Tune chance of large caves
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Remove widthn and make nridge zero underwater
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Remove unnecessary range limiting of persistmap
Skip calculation of filler, mountain, ridge, heat and humidity perlinmaps in underground mapchunks
Skip generateRidgeTerrain in underground mapchunks
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calculate widthn later in function
Reduce width to 0.2
Carve river channels in deeper waters
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The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop. This overtop explicitly
needs to be omitted during sunlight propagation, however. To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread. This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
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Use/add stone_surface_max_y to speed-optimise/guide dungeon generation
MgV7: Don't let mountain terrain chop dungeons at mapchunk borders
Make mountain terrain update stone_surface_max_y for caves in mountains
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.conf
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node. Add water top depth and shore height parameters. Remove water dust node
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