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<title>minetest.git/src/mapgen, branch 5.3.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.3.0</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.3.0'/>
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<updated>2020-05-25T20:11:57+00:00</updated>
<entry>
<title>L-System trees: Remove hardcoded use of 'mapgen_dirt' alias (#9931)</title>
<updated>2020-05-25T20:11:57+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2020-05-25T20:11:57+00:00</published>
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<id>urn:sha1:b546e8938d41aa9e3101fb9d4d5b02924ed73b60</id>
<content type='text'>
Games often and increasingly do not use this mapgen alias, as it
is only required for Mapgen V6. Such games were triggering the
recently added error message.

Even if this mapgen alias was defined, dirt nodes placed under a
wide trunk were inconsistent with biomes that do not use dirt
surface nodes.

Place trunk nodes below a wide trunk instead of 'mapgen_dirt'.
On sloping ground, the trunk then extends down to the surface,
instead of the surface rising up to meet the trunk. This looks
more natural and does not alter the terrain.</content>
</entry>
<entry>
<title>Allow more than 255 biomes, document new maximum (#9855)</title>
<updated>2020-05-20T21:16:14+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2020-05-20T21:16:14+00:00</published>
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<id>urn:sha1:42fcfb75e85523a2fa5d99a453c2fabc2c04c0f6</id>
<content type='text'>
Change biomemap data type from u8 to u16.
New technical (not practical) maximum is 65535 biomes.</content>
</entry>
<entry>
<title>Add new Mapgen V7 floatland implementation (#9296)</title>
<updated>2020-05-14T21:27:54+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2020-05-14T21:27:54+00:00</published>
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<id>urn:sha1:af0f7ac4a2032780eb731918c8fe9dc9e1262b5f</id>
<content type='text'>
Floatland structure is vertically-compressed 3D noise.
Uses a lacunarity of 1.618 (the golden ratio) for high quality
noise.
Floatlands appear between user-settable Y limits, with smooth
tapering at each limit.
Simple user-settable density adjustment.
Shadow propagation is disabled in and just below floatlands, no
shadows are cast on the world surface.
Can be reconfigured to create a solid upper world layer between
the Y limits, lakes/seas can be optionally added to this.</content>
</entry>
<entry>
<title>Fix thread safety of PcgRandom use in BiomeGen</title>
<updated>2020-05-05T17:26:59+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-04-26T16:33:50+00:00</published>
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<id>urn:sha1:f3e87c53a5afc264e657acd99d3a39fbec3b63c9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix remaining issues with mapgen scriptapi</title>
<updated>2020-05-05T17:26:59+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-04-10T00:43:49+00:00</published>
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<id>urn:sha1:c28fbd06a8bfafc9691a92c90f0cf10ec94cd314</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Give the Mapgen on each EmergeThread its own Biome/Ore/Deco/SchemManager copy</title>
<updated>2020-05-05T17:26:59+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-04-10T00:05:20+00:00</published>
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<id>urn:sha1:3c65d1acec27366d88fc3686d3f820175673e203</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Allow ObjDefManager instances to be cloned</title>
<updated>2020-05-05T17:26:59+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-04-09T21:40:12+00:00</published>
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<id>urn:sha1:2062c80e21b657fed8e68aa48523fa12ad5ef095</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Reduce ServerEnvironment propagation (#9642)</title>
<updated>2020-04-11T17:59:43+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2020-04-11T17:59:43+00:00</published>
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<id>urn:sha1:5cc06e4748a82acb36310fee89e72f30b2b35a36</id>
<content type='text'>
ServerEnvironment is a huge class with many accessors. In various places it's not needed

Remove it to reduce the ServerEnvironment view.

Idea here is to reduce size of some of our objects to transport lightweight managers and permit easier testing

Pathfinder is now tied to a generic map, not a ServerMap, it can be
ported to client</content>
</entry>
<entry>
<title>Drop content_sao.{cpp,h}</title>
<updated>2020-04-11T14:07:17+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2020-04-11T09:22:15+00:00</published>
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<id>urn:sha1:5146086a64d5eeb480948d612a008a2ec81455d4</id>
<content type='text'>
Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
</content>
</entry>
<entry>
<title>Move serveractiveobject &amp; unitsao</title>
<updated>2020-04-11T14:07:17+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2020-04-10T19:25:42+00:00</published>
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<id>urn:sha1:6d43736172f8459cb70219186ae003c56c389f2a</id>
<content type='text'>
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
</content>
</entry>
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