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path: root/src/mg_decoration.cpp
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2015-08-23Clean up threadingShadowNinja
* Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
2015-07-08Biome API decorations: 'spawnby' searches a 3D neighbourhoodparamat
The neighbours checked are the 8 nodes horizontally surrounding the decoration base and the 8 nodes horizontally surrounding the ground node below the decoration
2015-06-15Biome API: Enable biome generation to lower world limitparamat
Decorations: Remove lower limit of water level for placement
2015-05-07NodeResolver: Remove NodeResolveMethodkwolekr
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-04-29Fix MSVC compatibilitykwolekr
Make sure to include random unittests in android builds, too Use SWAP() macro Ensure that negative ranges are tested as well in random unittests
2015-04-23DecoSchematic: Fix missing trees in rough terrainparamat
Move place_on check to before place_center_x/y/z displacement of p Reduce displacement of p by place_center_x/y/z flags to correctly position schematics
2015-04-17Schematics: Remove referenced schematics from Decorations on clearkwolekr
2015-04-16Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
2015-03-31GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr
Add core.clear_registered_schematics() and refactor schematics somewhat
2015-03-15mg_decoration: Raise highest allowed deco top to max edge of voxelmanipparamat
Remove max_y from functions, simplify code
2015-03-06Biome API: Enable decorations placed on waterparamat
Add schematic decoration force placement flag
2015-01-05Shorten ManualMapVoxelManipulator to MMVManipkwolekr
2015-01-04Add minetest.generate_ores() and minetest.generate_decorations()kwolekr
2014-12-30Replace instances of height_min/height_max with y_min/y_max to remove ambiguitykwolekr
2014-12-28Decoration: Add height_min and height_max parameterskwolekr
Also set default height_min/height_max to -31000 and 31000, respectively, for ore and biomes
2014-12-27Redefine NodeResolver interface and replace with callback mechanismkwolekr
2014-12-12Use std::string::empty() instead of size() where applicableAnton
2014-12-12Add minetest.clear_registered_decorations() and clear_registered_ores()kwolekr
2014-12-10Remove get_noiseparams function. read_noiseparams should be used from now onkwolekr
2014-12-06Rewrite generate notification mechanismkwolekr
Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
2014-11-12Add Generator Element Management frameworkkwolekr
Add BiomeManager, OreManager, DecorationManager, and SchematicManager
2014-11-01Split up mapgen.cppkwolekr