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    fed5dd3b
    Mgv7: Combine mountain terrain generation with base terrain generation · fed5dd3b
    paramat authored
    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
    fed5dd3b
    History
    Mgv7: Combine mountain terrain generation with base terrain generation
    paramat authored
    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