Sebastien Ponce
5f9efb1205
Added hollow pyramids
2015-09-13 22:08:04 +02:00
ShadowNinja
5c115e282c
Fix existence check trying to open files for writing
2015-05-16 19:27:27 -04:00
sfan5
ab47385f7b
Fix crash (worldedit/manipulations.lua:526: attempt to call global 'set_node' (a nil value))
2015-05-04 18:48:27 +02:00
est31
09de34aabf
Load first node too with LuaJIT
...
Before, the first node would have had the version number prepended (e.g. "5:"), and therefore wouldn't be loaded.
2015-03-12 02:40:19 +01:00
ShadowNinja
bb8456b711
Cleanup and fixup
...
Non-stylistic changes:
* Add LuaDoc/LDoc support.
* Fix `clear_objects` area size calculation.
* Fix `clear_objects` removing player objects.
* Fix shadowing of marker entity name with player name.
* Make visualization functions use `swap_node`.
* Make hidden nodes unwalkable.
* Prevent `hide` from hiding air.
* Make deprecated functions log to deprecated stream when called.
* Fixed `replaceinverse` not using normalized node names.
* Added .gitignore.
* Bump version to 1.1.
Stylistic changes:
* Change `x = function` to `function x`.
* Change comment format.
* Make missing VoxelManip error less obnoxious.
* Move `sort_pos` into `common.lua`, which is a required module.
* Remove local copies of `minetest`.
* Remove `worldedit = worldedit or {}` from modules.
* Replace replaceinverse with an inverse argument to `replace`.
* Added `error()`s on on invalid axes.
* Change `wip` to `TODO`.
* Rename `clearobjects` to `clear_objects`.
* Remove `hollow_{sphere,dome,cylinder}` and replace them with a hollow parameter to each function.
* Add helpers to reduce code duplication.
* Renamed `Chat Commands.md` to `ChatCommands.md`.
2015-02-01 15:56:16 -05:00
ShadowNinja
1f277147ca
Fix Lua function
2014-12-30 00:11:49 -05:00
Anthony Zhang
04fdf92aca
Fix crash when loading schematic in a LuaJIT build in recent Minetest versions (thanks LazyJ & VanessaE!).
2014-12-29 18:26:37 -05:00
Anthony Zhang
7f580611f5
Fix some warnings.
2014-12-29 18:16:36 -05:00
KodexKy
5b03c83f6b
Fix stack2 param
...
Fix stack2 amount count
Fix stack2 sign recognition for y & z
2014-12-16 02:14:22 -04:30
sfan5
e4d007199f
Fix bug with loading old .we file formats, thanks to @Sokomine
2014-12-13 21:13:11 +01:00
ShadowNinja
796aa3870d
Clean up serialization
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* Adds a header to serialized data (to make version checking sane).
* Removes the duplicate deserialization for `worldedit.deserialize` and `worldedit.allocate`.
* Optimizes `worldedit.deserialize` by only deserializing the data once.
* Makes some fields optional.
* Cleans up the comments and a little of the code style.
2014-10-24 16:45:10 -04:00
ShadowNinja
e383e8ce00
Fix runtime error checking with lua* commands
2014-07-23 18:21:21 -04:00
Uberi
82ef580fae
Add sort_pos
to make code module independent.
2014-07-22 18:42:15 -04:00
Uberi
d8aa7e72a7
Oops, fix //set.
2014-07-14 00:11:33 -04:00
Uberi
58d7a7134e
Coding style updates.
2014-07-12 16:35:59 -04:00
Cy
f5b67c5bc2
CPS-ifying stack
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Continuation Passing Style lets me use minetest.after, so the server
gets a chance to not hang in between every stack iteration. Could even
set minetest.after(1000,nextone) if you want to see it extend once every
second.
2014-07-09 23:50:41 -07:00
Cy
6084db9335
Slight optimization to //set
...
Just noticed I box the one type version in a list, to avoid testing
whether it's the one type version, but have to test for that to decide
whether to box it or not. Should shave like a whole 3ms from each //set
command.
2014-07-09 23:34:27 -07:00
Uberi
b70fd16da4
Oops, fix //set
.
2014-07-07 14:06:33 -04:00
Uberi
9616c7d944
Update stack2
API documentation.
2014-07-06 19:59:56 -04:00
Uberi
175ac211ca
Documentation for //stack2
, code style fixes, add author section to README.
2014-07-06 19:42:02 -04:00
Cy
c22b556511
Improved stacking
...
This stack / copy uses a direction vector, so it's not limited to only
along the X/Y/Z axis, and can go diagonally. This enables things like
building staircases.
2014-06-30 16:14:14 -07:00
Cy
174416b010
Randomized set
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Can /set node node2 node3 and it will randomly choose between those
three.
2014-06-30 16:13:44 -07:00
Uberi
2e41f0076d
Mark the region with an entity cube.
2013-12-24 14:07:42 -05:00
Uberi
674d6473e4
Improve node inspector to show player axis, replace //scale with //stretch, which supports per-axis stretching (full backwards compatibility retained), and secure schematic file loading functions.
2013-12-20 18:41:13 -05:00
Uberi
36424e3dec
Improve worldedit.spiral and the WorldEdit GUI,
2013-12-16 18:55:56 -05:00
Uberi
0797c47afb
Fix worldedit.hollow_cylinder.
2013-12-15 16:33:31 -05:00
Uberi
ac7430e02f
Version information is now available via the API.
2013-12-10 01:47:32 -05:00
Sfan5
b3ba6f2433
Revert "Change compatibility notices." because we have 0.4.8 now
...
This reverts commit d5ec1bcefc
.
2013-11-24 14:18:04 +01:00
Uberi
d5ec1bcefc
Change compatibility notices.
2013-10-01 16:57:55 -04:00
Uberi
203c3da2af
Add //about.
2013-08-28 20:28:49 -04:00
Uberi
272541c9da
Changes to support the latest schematic probability specification.
2013-08-16 16:57:35 -04:00
Anthony Zhang
03327a767d
Add version checker since so many people are confused about which version to use.
2013-08-06 16:28:05 -04:00
Anthony Zhang
8bd5db51b2
Final changes and version number bump.
2013-08-01 23:53:38 -04:00
Anthony Zhang
040282bbe6
New module loader properly halts when load-time error occurs in module.
2013-07-31 22:15:52 -04:00
Anthony Zhang
b0bf52e9b6
Rewrite spirals from scratch and fix upside-down pyramids. Use voxelmanip for markers to ensure area is emerged.
2013-07-31 22:15:08 -04:00
Anthony Zhang
3c51ec8c4a
//pyramid works along any axis and backwards. Working //clearobjects and //cylinder command, begin implementing super marker. Remove EnvRef usages and the block queue (the block queue does not work with VoxelManips). More block emergers.
2013-07-31 00:02:37 -04:00
Anthony Zhang
49b683f27f
Support negative values to make upside-down domes and pyramids (slight changes to worldedit.pyramid interface for coming changes). Add experimental //clearobjects, make node inspector work per-player.
2013-07-29 12:43:24 -04:00
Anthony Zhang
c1f3cfc1e4
Fix bugs in visualization API and make it ore robust. Fix bugs in //fixedpos, //suppress, and //highlight.
2013-07-28 18:15:46 -04:00
Anthony Zhang
b252df2166
Slight optimizations, and make //pyramid work properly again.
2013-07-28 17:08:12 -04:00
Anthony Zhang
faa4a7b065
More speedups for //hollowsphere, //sphere, //hollowdome, //dome, //cylinder, better module loader, fix message in //volume.
2013-07-27 21:34:42 -04:00
Anthony Zhang
8ebf9d3c2a
Super duper VoxelManipulator speedups to nearly every API function, and plus support for unloaded areas. Still in progress. Also, fix //allocate for very large schematics.
2013-07-21 16:54:25 -04:00
Anthony Zhang
ac5e801834
Even bigger speed gains by using LuaVoxelManipulator in a few choice places! Faster //set, //cylinder, etc., but plenty of room for improvements still.
2013-07-12 14:22:30 -04:00
Anthony Zhang
b6bc841c39
Fix volume of spheres, domes, and their hollow variants.
2013-06-24 18:22:01 -04:00
Anthony Zhang
9db6192eba
Avoid using slower and deprecated EnvRef, fix schematic data MapNodes, huge speed boost to worldedit.hollow_cylinder, fix some bugs.
2013-06-23 12:46:59 -04:00
Anthony Zhang
1e5f623cbb
Super-speed a few primitives and visualization functions, including hollowsphere, sphere, hollowdome, dome, and suppress.
2013-06-22 23:08:51 -04:00
Anthony Zhang
58970e7fab
Clarify the documentation regarding the the positioning of WorldEdit primitives relative to position 1.
2013-06-22 23:05:34 -04:00
Anthony Zhang
7070f81c59
Significant but highly experimental speed-ups for worldedit.set, replace, and scale, plus preparation for more.
2013-06-22 20:59:23 -04:00
Anthony Zhang
d4187866db
Add //scale <factor>
command (suggested by Jordach), fix transposition description in docs.
2013-06-18 15:05:49 -04:00
Anthony Zhang
0664cde287
Fix //rotate, improve queue (order now preserved), typos fixed (quene -> queue).
2013-05-30 20:38:56 -04:00
Anthony Zhang
f952ee4740
Block queue doesn't lag anymore on slow operations like digging and placing nodes, better and more efficient //fixlight.
2013-05-30 19:13:21 -04:00