Skip to content
Snippets Groups Projects
  1. Jul 03, 2016
  2. Jun 28, 2016
  3. Jun 24, 2016
  4. Jun 17, 2016
    • paramat's avatar
      Dungeons: Generalise use, add capabilities, various modifications · 04fb1091
      paramat authored
      - Generalise node names to c_wall and c_alt_wall
      - Remove 'mossratio' and instead disable alt_wall loop if
        c_alt_wall == CONTENT_IGNORE
      - Use one generalised 3D noise for alternative wall nodes and in
        mgv6 create moss distribution similar to the previous
      
      - Rename rarity noise to density noise and enable the option of multiple
        dungeons per chunk determined by the value. Recreate previous distribution
      - Add parameters for min and max rooms per dungeon
      - Add dungeon y limits
      
      - Integrate river water properly
      
      Generalisation is needed now that we have sandstone and desert stone
      dungeons by default and can choose any node for alternative structure.
      The current code is based around cobble dungeons with mossycobble
      alternative nodes, the 2 noises controlling the alternative nodes
      are based on wetness.
      
      Enabling multiple dungeons per chunk with definable number of rooms
      allows the option of very dense and complex underground structures
      that could interconnect to create megastructures.
      Y limits are added to be consistent with other mapgen elements, and
      enable locaton of dungeon or megastructure realms as part of our
      'stacked realms' philosophy.
      04fb1091
    • Auke Kok's avatar
      Builtin/game/item: Add `place_param2` nodedef field · 39a9e987
      Auke Kok authored
      This allows a nodedef to specify a fixed value for param2 to be
      used for all normal placements.
      
      There are several uses for this:
      
      - nodes that require param2 to be set to a non-zero value for
        internal mod use. E.g. leafdecay could use this to detect that
        leaves are played by players.
      - force wallmounted or facedir value at placement at placement
      
      This overrides any player look direction or other on-the-fly
      param2 setting during placement.
      39a9e987
  5. Jun 14, 2016
  6. Jun 12, 2016
  7. Jun 11, 2016
  8. Jun 09, 2016
    • paramat's avatar
      Sky: Darker, bluer sky and improved horizon haze at night · b24d21d1
      paramat authored
      Add new colours 'skycolour_bright_night', 'bgcolour_bright_night'
      and enable these between sunset end and sunrise start
      Night sky has same hue as day sky but is darker and more saturated
      Night horizon haze (bgcolour) is slightly less saturated and
      slightly brighter than night sky, to be consistent with daytime
      horizon haze
      b24d21d1
  9. Jun 08, 2016
  10. Jun 07, 2016
  11. Jun 05, 2016
  12. Jun 04, 2016
  13. Jun 03, 2016
  14. Jun 02, 2016
    • paramat's avatar
      Mgv7: Always carve river channels in mountain terrain · 56999801
      paramat authored
      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()
      56999801
  15. May 31, 2016
  16. May 30, 2016
Loading