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<title>minetest.git/src/mapgen.h, branch hud_font_style</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=hud_font_style</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=hud_font_style'/>
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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>Biome API: Add decoration flags for underground decorations</title>
<updated>2017-10-29T12:02:55+00:00</updated>
<author>
<name>paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2017-10-11T00:06:40+00:00</published>
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<id>urn:sha1:241fe649f7357271d5c02c3d5f7a987ad7811d6d</id>
<content type='text'>
Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.

Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.

Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
</content>
</entry>
<entry>
<title>Biome API: Revert biomes, decos, ores being relative to water level</title>
<updated>2017-09-17T04:31:48+00:00</updated>
<author>
<name>paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2017-09-16T23:26:20+00:00</published>
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<id>urn:sha1:27144b471678b30156ad3383fb8d26a5bd9b66cb</id>
<content type='text'>
Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
</content>
</entry>
<entry>
<title>Code modernization: src/m* (part 2)</title>
<updated>2017-08-19T07:12:54+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2017-08-19T07:12:54+00:00</published>
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<id>urn:sha1:b5f7249a7edc25077d84b27b38552228b92ff763</id>
<content type='text'>
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
</content>
</entry>
<entry>
<title>Optimize headers (part 2) (#6272)</title>
<updated>2017-08-18T17:25:07+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-08-18T17:25:07+00:00</published>
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<id>urn:sha1:fd3afbced5410639325e730d5710b8b5039b320e</id>
<content type='text'>
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
</content>
</entry>
<entry>
<title>Modernize various files (src/m*) (#6267)</title>
<updated>2017-08-18T16:18:25+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-08-18T16:18:25+00:00</published>
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<id>urn:sha1:c42753338924bb29c61081c9f269772f89bcd808</id>
<content type='text'>
* Modernize various files (src/m*)

* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
* empty function

Thanks to clang-tidy
</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>
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<id>urn:sha1:921151d97a2fb2238ab514324fb95e2732248b96</id>
<content type='text'>
* Migrate cpp headers to pragma once
</content>
</entry>
<entry>
<title>Dungeons: Use biome 'node_stone' if normal stone types not detected</title>
<updated>2017-07-30T17:40:55+00:00</updated>
<author>
<name>paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2017-07-28T02:31:11+00:00</published>
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<id>urn:sha1:b20d01a3f19ea7ad1e788077af1ed5769648e3a1</id>
<content type='text'>
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
</content>
</entry>
<entry>
<title>Biomes/decorations/ores: Make relative to 'water_level' setting</title>
<updated>2017-07-11T00:14:24+00:00</updated>
<author>
<name>paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2017-06-14T01:00:51+00:00</published>
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<id>urn:sha1:8299e4b67eff48e0f6e101afea2fae8f0e65c421</id>
<content type='text'>
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
</content>
</entry>
<entry>
<title>Mapgen: Add Carpathian mapgen (#6015)</title>
<updated>2017-07-06T11:53:56+00:00</updated>
<author>
<name>Vaughan Lapsley</name>
<email>vlapsley@users.noreply.github.com</email>
</author>
<published>2017-07-06T11:53:56+00:00</published>
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<id>urn:sha1:a80ecbee1e838491343af760539a37fac4232048</id>
<content type='text'>
</content>
</entry>
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