7f7e928dd9
Switch bare vectors to vector.new()
2023-06-09 14:49:58 +02:00
4378750498
Use minetest.get_objects_in_area when possible
2021-04-30 19:33:27 +02:00
8feaf8a21d
Fix area clearing step of negative //move's
...
fixes #187
2019-11-13 20:49:25 +01:00
b4826aa821
Use faster vmanip copying for //move too
2019-09-17 18:42:11 +02:00
a0181ea897
Delete old metadata when moving regions
...
This matches the behaviour before introduction of the vmanip code.
2019-09-17 18:03:19 +02:00
2a4aaae8a2
Always use faster vmanip copying code
...
Since the code has two arrays of the area before and after,
the copy order is totally irrelevant.
Of course, this doesn't apply to metadata and we still need
to do that backwards.
2019-09-17 01:28:53 +02:00
cc897150f2
Fix performance of //stack, //stack2
2019-09-08 22:14:07 +02:00
f39a8e264d
Faster moving using vmanips (in some cases)
2019-09-08 22:14:07 +02:00
da5abec273
Faster copying using vmanips
2019-09-08 22:14:07 +02:00
3ffecdd9c4
Replace deprecated functions with newer ones
...
These commits create compatibility with MT/MTG 5.0.0+.
However, these commits may/will break with the 0.4-series.
2019-07-17 01:23:40 +02:00
0aeee79af6
Implement full facedir and color* in //orient
...
Thanks to entuland for the Rhotator facedir to matrix and matrix to facedir code, which helped creating the tables.
2019-04-05 00:12:02 +02:00
415000e797
Fix a few assignments to undeclared globals
2017-11-07 14:19:57 +01:00
3c61759bae
Allow to bulk-set param2 of regions ( #144 )
2017-09-05 14:40:46 +02:00
92fe95fab7
Make //fixlight work again
...
The dig-air-nodes method seems to have stopped working a few Minetest version ago
2017-01-02 19:03:21 +01:00
e0a2661700
Fix //stack2 not working ( closes #94 )
2016-01-05 13:57:48 +01:00
ab47385f7b
Fix crash (worldedit/manipulations.lua:526: attempt to call global 'set_node' (a nil value))
2015-05-04 18:48:27 +02:00
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
5b03c83f6b
Fix stack2 param
...
Fix stack2 amount count
Fix stack2 sign recognition for y & z
2014-12-16 02:14:22 -04:30
e383e8ce00
Fix runtime error checking with lua* commands
2014-07-23 18:21:21 -04:00
d8aa7e72a7
Oops, fix //set.
2014-07-14 00:11:33 -04:00
58d7a7134e
Coding style updates.
2014-07-12 16:35:59 -04:00
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
6084db9335
Slight optimization to //set
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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
b70fd16da4
Oops, fix //set
.
2014-07-07 14:06:33 -04:00
9616c7d944
Update stack2
API documentation.
2014-07-06 19:59:56 -04:00
175ac211ca
Documentation for //stack2
, code style fixes, add author section to README.
2014-07-06 19:42:02 -04:00
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
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
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
272541c9da
Changes to support the latest schematic probability specification.
2013-08-16 16:57:35 -04:00
8bd5db51b2
Final changes and version number bump.
2013-08-01 23:53:38 -04:00
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
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
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
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
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
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
1e5f623cbb
Super-speed a few primitives and visualization functions, including hollowsphere, sphere, hollowdome, dome, and suppress.
2013-06-22 23:08:51 -04:00
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
d4187866db
Add //scale <factor>
command (suggested by Jordach), fix transposition description in docs.
2013-06-18 15:05:49 -04:00
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
5e5c1dc6c3
Add Block Queue
2013-04-28 19:08:09 +02:00
7eb102181b
Fixed bug where unmodified axis used pos1 coords instead of pos2 coords.
2013-02-17 14:11:55 -05:00
7cf84045d4
Replace //homogenize with //replaceinverse (//homogenize x is equivalent to //replaceinverse air x), add documentation for it.
2013-01-12 18:29:57 -05:00
c27ab877f1
New command: //orient, that rotates oriented nodes such as furnaces around the Y-axis by a specified angle.
2013-01-12 16:46:40 -05:00
7cb2df24b8
Change all references of //dig to //fixlight, document the changes, fix a small typo.
2013-01-12 16:02:23 -05:00
0003770ffb
Fix my Code again (I've use Python too much)
2013-01-12 08:19:24 +01:00
9f35891996
Fix Code again
2013-01-12 08:17:14 +01:00
6f3127f32e
Fix Code
2013-01-12 08:14:20 +01:00
5f1fb56b8b
Rename //dig to //fixlight
2013-01-12 08:10:19 +01:00