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<title>minetest.git/src/mg_biome.h, branch 0.4.17</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=0.4.17</id>
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<updated>2017-05-26T19:46:03+00:00</updated>
<entry>
<title>Mapgen files: Update and correct copyright credits</title>
<updated>2017-05-26T19:46:03+00:00</updated>
<author>
<name>paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2017-05-25T17:53:47+00:00</published>
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<id>urn:sha1:210a339dce754a6cb03d4ef82f5bacc80b63262b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Environment &amp; IGameDef code refactoring (#4985)</title>
<updated>2017-01-09T19:39:22+00:00</updated>
<author>
<name>Ner'zhul</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2017-01-09T19:39:22+00:00</published>
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<id>urn:sha1:8e7449e09253e138716d8dbad6a2ab5c6e089e28</id>
<content type='text'>
* Environment code refactoring
* Cleanup includes &amp; class declarations in client &amp; server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager &amp; getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
</content>
</entry>
<entry>
<title>Biomes: Increase heat and humidity noise spread to 1000</title>
<updated>2016-12-03T02:34:35+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2016-12-02T00:57:33+00:00</published>
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<id>urn:sha1:e2cbfa82e80b1243e0214e65a2709c9c30fa63cb</id>
<content type='text'>
To avoid smaller biomes when extra biomes are added to MTGame.
The addition of bushes in MTGame grasslands makes wood resources easier
to find and less distant, so slightly larger biomes are now acceptable,
but also desirable to encourage travel and create more sense of adventure.
</content>
</entry>
<entry>
<title>Biome API: Add per-biome riverbed material and depth</title>
<updated>2016-06-05T15:37:02+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2016-06-03T11:58:50+00:00</published>
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<id>urn:sha1:d24f3841740b471eff384c8bd6e8bbfdfd03a3e2</id>
<content type='text'>
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
</content>
</entry>
<entry>
<title>Biomes:  Define and use biome_t for biome IDs</title>
<updated>2016-06-04T07:00:45+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2016-06-04T07:00:45+00:00</published>
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<id>urn:sha1:109c7e334920f859068aeda31463f644e6b69895</id>
<content type='text'>
</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>Fix MgStoneType and BiomeType enum names</title>
<updated>2016-05-28T03:23:58+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2016-05-02T06:45:59+00:00</published>
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<id>urn:sha1:9b5c492be57945c2df63e84ce8dbf057f45b2754</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Move biome calculation to BiomeGen</title>
<updated>2016-05-28T03:23:58+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2016-04-28T07:43:09+00:00</published>
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<id>urn:sha1:76f485647983ebd7eb4c3abbca0869d13f76920b</id>
<content type='text'>
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
</content>
</entry>
<entry>
<title>Split ObjDef/ObjDefManager out to objdef.cpp</title>
<updated>2015-05-19T02:30:25+00:00</updated>
<author>
<name>kwolekr</name>
<email>kwolekr@minetest.net</email>
</author>
<published>2015-05-19T02:30:25+00:00</published>
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<id>urn:sha1:6c5a6967ecc162befc44f1adf15bcc9d11658ff7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Biome API: Add biome-specific river water</title>
<updated>2015-04-19T05:09:57+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2015-04-19T02:37:55+00:00</published>
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