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<title>minetest.git/src/dungeongen.h, branch 5.1.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.1.0</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.1.0'/>
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<updated>2017-11-08T22:56:20+00:00</updated>
<entry>
<title>Move files to subdirectories (#6599)</title>
<updated>2017-11-08T22:56:20+00:00</updated>
<author>
<name>Vitaliy</name>
<email>silverunicorn2011@yandex.ru</email>
</author>
<published>2017-11-08T22:56:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f'/>
<id>urn:sha1:20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f</id>
<content type='text'>
* Move files around
</content>
</entry>
<entry>
<title>C++ modernize: Pragma once (#6264)</title>
<updated>2017-08-17T20:19:39+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-08-17T20:19:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=921151d97a2fb2238ab514324fb95e2732248b96'/>
<id>urn:sha1:921151d97a2fb2238ab514324fb95e2732248b96</id>
<content type='text'>
* Migrate cpp headers to pragma once
</content>
</entry>
<entry>
<title>Dungeongen: Add and improve parameters</title>
<updated>2017-02-26T06:46:14+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2017-02-21T01:56:34+00:00</published>
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<id>urn:sha1:a901a56859e5beaec6a542eae037dc0b736a20e3</id>
<content type='text'>
Add:
Bool for 'only_in_ground'.
Min and max corridor length.
Min and max room size with X, Y, Z components.
Min and max large room size with X, Y, Z components.

'only_in_ground = false' allows core mapgens to create structures
in air and water using dungeongen.
Corridor length parameters replace a fixed random range.
Room size parameters replace the former system where one parameter
'roomsize' was added to fixed random ranges.

All parameters are set for no change to current dungeon behaviour.

Remove some now-redundant and long-unused code.
</content>
</entry>
<entry>
<title>Dungeons: Generalise use, add capabilities, various modifications</title>
<updated>2016-06-17T03:42:42+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2016-06-12T02:11:26+00:00</published>
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<id>urn:sha1:04fb10914c0d03ee77dafe610f336f23c58949ab</id>
<content type='text'>
- 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.
</content>
</entry>
<entry>
<title>Change internal type for seeds to s32</title>
<updated>2016-06-04T05:51:44+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2016-06-04T05:35:37+00:00</published>
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<id>urn:sha1:dfbdb5bcd7bc48efb21d585d5c22454a9d5f0f1e</id>
<content type='text'>
This fixes value truncation (and therefore incompatibility) on platforms
with an LP32 data model, such as VAX or MS-DOS.
</content>
</entry>
<entry>
<title>Dungeongen: Remove dependency on Mapgen</title>
<updated>2016-05-28T03:23:58+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2016-05-22T20:50:43+00:00</published>
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<id>urn:sha1:c8fd232678698b8be469b3792e7acc9418231a38</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Dungeongen: Also preserve river water nodes</title>
<updated>2015-11-29T21:55:43+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2015-11-28T14:51:22+00:00</published>
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<id>urn:sha1:452c88308c80dc52df95d5c2a9e0e105154684d0</id>
<content type='text'>
For future river mapgens
Dungeons will not generate in river water, to
avoid dungeons filling and blocking river channels
</content>
</entry>
<entry>
<title>Shorten ManualMapVoxelManipulator to MMVManip</title>
<updated>2015-01-05T07:42:27+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2015-01-05T07:42:27+00:00</published>
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<id>urn:sha1:2d849b0a19af03913e564e2b6dbc36eecdd5ae0c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rewrite generate notification mechanism</title>
<updated>2014-12-06T18:53:35+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2014-12-06T09:18:04+00:00</published>
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<id>urn:sha1:5062b99cb0d252d9e377ff4560f7ecc9e66fd558</id>
<content type='text'>
Add support for notify-on-decoration
Clean up mapgen constructors
Clean up mapgen.cpp code style somewhat
Remove trailing whitespace from some files
</content>
</entry>
<entry>
<title>Add map feature generation notify Lua API</title>
<updated>2013-12-14T06:52:24+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2013-12-14T06:52:06+00:00</published>
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<id>urn:sha1:c3708b456e90bccf19e7c82c54a93c8cb7c8896c</id>
<content type='text'>
</content>
</entry>
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