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2019-10-29Change some usages of "deprecated" to "obsolete" (#9062)random-geek
"Deprecated" means that something is still in use, but is unsupported and needs to be removed. "Obsolete" means it is already out of use.
2019-10-13Randomwalk caves: Reduce 'insure' value from 10 to 2 (#9035)Paramat
This value reduces how far randomwalk caves can extend into the mapchunk padding, to avoid 'out of voxelmanip' cave nodes which cause flattened cave walls. Testing shows that a value of 2 (instead of 10) is enough to make 'out of area' nodes extremely rare. Reducing this value results in a higher chance of overlap and connection with caves of neighbour mapchunks.
2019-09-24Fix some reference counters (memleak) (#8981)SmallJoker
Fix some reference counters (memleak) Map::dispatchEvent: Allocation safety using references
2019-09-14Dungeons: Clean up parameters, improve structure variety (#8918)Paramat
While preserving the general character of dungeon structure. Slightly increase the range of standard room horizontal size, while preserving the average horizontal size. Return to classic maximum large room size of 16x16x16. Make 1 in 4 dungeons have a 1 in 8 chance for each room being 'large', making multiple large rooms possible for the first time. Make 1 in 8 dungeons allow diagonal corridors, to make these a little more common. Make corridor width vary from 1 to 2, but forced to 2 if diagonal corridors are allowed, to make them passable. Add some comments.
2019-09-08Dungeons: Remove non-functional 'projecting dungeons' setting (#8897)Paramat
2019-08-24Mapgen v6: Various mudflow code improvements and bugfixes (#8805)Paramat
Calculate 'i' inside 'y' loop to avoid 'i' and 'y' becoming out of step due to the uses of 'continue'. Simplify calculation of 'p2d' when coordinates are inverted. Remove some unnecessary and unreliable 'index out of voxelmanip' checks. Move calculation of '&em' out of loops. For 'Loop further down until not air' code, use y coordinate to detect being out of voxelmanip, instead of checking index which did not detect that. Add and improve comments. Indent the 'for (;; y--) {' loop. Improve format and fix codestyle issues.
2019-08-23Make Mapgen::spreadLight use a queue (#8838)DS
2019-08-15Mapgen v6: Fix mudflow iteration and iterate twice (#8795)Paramat
In MapgenV6::flowMud(), the previous implementation of coordinate inversion caused the 2 inverted mudflow iterations (out of the 3 iterations) to not loop over the area, so only 1 non-inverted iteration occurred. Fix this bug but only iterate mudflow twice, as mapgen v6 has only had 1 iteration for many years. There is now a good balance of 1 non-inverted iteration and 1 inverted iteration.
2019-08-13Better F6 profiler (#8750)SmallJoker
Update the profiler names to make more sense of what they actually represent Move the profiler code from header to its source file Use monospace font to align lines Format the statistics line to align better with surrounding values Refresh the profiler each 3 seconds (roughly)
2019-08-06Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)Paramat
Previously, this wrongly returned ground level (a position containing a solid node) as spawn level. Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes). Improve codestyle and make more consistent with generateTerrain().
2019-07-26Initialise 'seabed_height' to avoid compilation warning (#8715)Paramat
2019-07-25Re-order mapgens in mainmenu and 'all settings' mapgen selection (#8705)Paramat
v6 always last to discourage selection. Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode last to discourage selection. Of the remaining, v5 last due to age, v7 first due to being the default.
2019-07-25Mgfractal: Make non-fractal terrain optional (#8702)Paramat
Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.
2019-07-20Document the deprecation of hardcoded cave liquids (#8692)Paramat
2019-07-16Dungeons: Make multiple large rooms possible (#8678)Paramat
Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
2019-07-09Move more dungeon parameter selection to mapgens (#8653)Paramat
Move 'num_dungeons' to 'DungeonParams'. Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max', so that the mapgen has complete control over the number of rooms. Add new bool 'first_room_large' so that the mapgen chooses this instead of a hardcoded 1 in 4 chance. Add new parameter 'room_size_large' to replace 'room_size_large_min' and 'room_size_large_max', so that the mapgen has complete control over this.
2019-06-30Dungeongen: Remove most hardcoded dungeon nodes (#8594)Paramat
Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.
2019-06-19Mapgen Carpathian: Add optional rivers (#7977)Paramat
Rivers are disabled by default and will not be added to existing worlds. Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with generateTerrain().
2019-06-01Dungeons: Settable density noise, move number calculation to mapgens (#8473)Paramat
Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
2019-05-18Allow multiple cave liquids in a biome definition (#8481)Paramat
This allows games to specify biome cave liquids and avoid the old hardcoded behaviour, but preserves the ability to have multiple cave liquids in one biome, such as lava and water. When multiple cave liquids are defined by the biome definition, make each entire cave use a randomly chosen liquid, instead of every small cave segment using a randomly chosen liquid. Plus an optimisation: Don't place nodes if cave liquid is defined as 'air'
2019-04-07Optimize random turns in dungeongen (#8129)Jozef Behran
It turns out there is no need to return the new value and preserve the old one in random_turn, the procedure can be made to modify the value in-place. This saves quite a bunch of parameter and return value copying.
2019-03-31Fix commentsLoic Blot
2019-03-31mapgen: drop mapgen id from child mapgens.Loïc Blot
This id must be owned by the child mapgen and never be set to a misc value by a developer Also use nullptr in some places
2019-03-26Dungeons: Do not remove nodes that have 'is_ground_content = false' (#8423)Paramat
Like randomwalk caves, preserve nodes that have 'is_ground_content = false', to avoid dungeons that generate out beyond the edge of a mapchunk destroying nodes added by mods in 'register_on_generated()'. Issue discovered by, and original PR by, argyle77.
2019-03-14Valleys mapgen code rewrite (#8101)Paramat
Shorter, simpler, clearer and more consistent with other mapgens, while preserving functionality. Base terrain shape is unchanged. With the 'vary river depth' option disabled, river surface level is unchanged. Behaviour of the 4 heat/humidity/river depth options is very slightly changed due to bugfixes and code cleanup (the mapgen is 'unstable'). Apply heat and humidity gradients above water_level instead of above y = 0.
2019-01-25blitToVManip: Check out-of-bounds using node position not index (#8127)Paramat
Previously, when using 'place on vmanip' to add a schematic to a lua voxelmanip, if part of the schematic was outside the voxelmanip volume, the outside part would often appear in a strange place elsewhere inside the voxelmanip instead of being trimmed off. This was due to the out-of-bounds check checking the index. A position outside the voxelmanip can have an index that satisfies '0 <= index <= voxelmanip volume', causing the node to be placed at a strange position inside the voxelmanip. Use 'vm->m_area.contains(pos)' instead. Move index calculation to later in the code to optimise.
2019-01-22Fix warnings about dungeongen.cpp memcpy() and unused variable in ↵Paramat
MapBlock::deSerializeNetworkSpecific() (#8122) * Fix warning about dungeongen.cpp memcpy() * Fix unused variable in MapBlock::deSerializeNetworkSpecific() * Fix unused variable a simpler way
2018-10-03Fix Mapgen Valleys getSpawnLevelAtPoint() (#7756)Treer
2018-09-23Fix various code issues found by cppcheck (#7741)Paramat
Mapgen Singlenode: Remove 'flags' that duplicates a 'class Mapgen' member. Dungeongen: Initialise 'MMVManip *vm' to 'nullptr'. Inventorymanager: Remove assignment error 'found = '.
2018-08-20Change mapgen order to ores > dungeons > decorations (#7656)Paramat
Previously dungeons > decorations > ores. Decorations depend on the node they are placed on, and ore types are increasingly able to place large continuous volumes of nodes, such as strata. Decorations are increasingly being used underground. The new order avoids a node being changed by ore generation after a decoration has been placed on it. The new order also avoids ores appearing in the walls of a dungeon if the wall nodes match the local stone node.
2018-08-16Mgv5: Change tunnel parameters to those of other mapgens (#7641)Paramat
Make tunnels wider and use the noise parameters of most other mapgens. All other underground features are already identical to all other non-mgv6 mapgens, this final change modernises and improves the tunnels.
2018-07-26Fix build on gcc 5.0 (#7586)zeuner
2018-07-18Mgvalleys: Make river depth variation and humidity drop optional (#7532)Paramat
Add 2 new mapgen flags to make river depth variation and humidity drop with altitude independently optional, instead of both being enabled by the 'humid rivers' flag. Simplify and clarify related code by removing a low priority optimisation regarding 't_heat'. Remove unnecessary optimisation bools and use spflags directly instead. Improve and fix documentation in settingtypes.txt. A few minor code cleanups.
2018-06-26Cavegen: Fix errors when getting biome outside mapchunk (#7480)Paramat
Some cave segments are outside the mapchunk. Previously, biome was being calculated by a function that uses the noise maps. Points outside the mapchunk resulted in incorrect noise map indexes that were sometimes outside the noise map size, causing a crash. Use either noise maps or point noise calculations depending on point location.
2018-06-24Decoration API: Add lightweight ability to have complete coverage (#7456)Paramat
When the noise value or fill_ratio >= 10.0 complete coverage is enabled. This disables random placement to avoid redundant multiple placements at one position. Instead, 1 decoration per surface node is placed by looping across each division. '10' was chosen as this is the fill_ratio that previously created very near complete coverage. The complete coverage feature therefore integrates smoothly when noise is used for variable decoration density. 'fill_ratio = 10' should be used by modders who want a decoration placed on every surface node. Compared to before such a decoration placement will be 10 times faster.
2018-06-21Biome API: Fix absent water decorations and dust, in deep water (#7470)Paramat
Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a stone surface was not found in it, causing water surface decorations and water surface dust to fail. Store the biome ID of the biome calculated at a water surface and add it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk column. The biome calculated at a stone surface still has priority for the biomemap entry, as it should. Edit an incorrect comment.
2018-06-19Biome dust: Revert fix that added dust to mod structures (#7464)Paramat
Revert commit 99143f494711034068685b6ee845ce19fa09d7d9 and commit f4ca830abe1aa22875c99b31bf2ee56e26f83f05. These commits caused biome dust to be applied even when there was no core mapgen terrain in a mapchunk column. So the dust, which overgenerates, then appeared on structures added by mods in 'on_generated', such as floatlands, asteroids or above-surface realms.
2018-06-08Mapgen flags: Add 'biomes' global mapgen flag (#7355)Paramat
Previously the only way to disable biomes was to 'clear' the registered biomes in a mod, but this method causes large amounts of unnecessary processing: 1. Calculation of 4 2D noises. 2. Looping through all nodes of a mapchunk replacing nodes with identical nodes. The new flag disables those operations.
2018-06-04Biome dust placement: Improve comments, re-order some linesParamat
2018-06-02Biomemap: Simplify code of recent commit (#7398)Paramat
2018-06-02Biomemap: Avoid empty biomemap entry to fix failing biome dust (#7393)Paramat
'generateBiomes()' constructs the biomemap as it generates biomes. The biome calculated at first stone surface encountered is added to the biomemap. Previously, if no stone surface was encountered in a mapchunk column the biomemap was left empty for that (x, z) position, causing biome dust and water surface decoration placement to fail. If at the base of a mapchunk column the biomemap is empty, add the currently active biome to the biomemap, or if biome is NULL calculate it for this position and add it to the biomemap.
2018-05-31Mgv7: Avoid rivergen removing mod-placed nodes when overgenerating (#7388)Paramat
Only allow river generation to replace c_stone. This also acts as an optimisation by being placed before canyon shape calculation.
2018-05-24Vein ore: Fix bug caused by changing perlinmap Y size (#7371)Paramat
Because vein ore uses 3D noise (all the other ores use 2D noise) the perlinmap Y size can be different in different mapchunks when close to the ore Y limits. Previously this caused bugs in the vein structure because changes in perlinmap Y size did not recreate the noise objects. Delete and recreate the noise objects with the new Y size if Y size has changed.
2018-05-24Schematic decorations: Fix placement bug when centred and rotated (#7365)Paramat
Previously, the centering caused by the 'place center x/z' flags did not take rotation into account. So schematics with unequal X and Z dimensions were incorrectly placed. The bug was hidden for schematics equal in X and Z dimensions.
2018-05-20Dungeons: Fix duplication of y limit parameters (#7359)Paramat
2018-05-14Vertical biome blend: Tune PRNG seed for finer detail (#7329)Paramat
2018-05-07Mgv7: Code cleanup (#7299)Paramat
2018-05-04Cavegen: Allow small RandomWalk caves to generate beyond mapchunk borderParamat
2018-04-29Mapgen caves: Re-order generation to fix cavern bugParamat
Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
2018-04-26Biome-defined cave liquids: Use faster biome calculationparamat