| Commit message (Collapse) | Author | Age | Files | Lines |
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* Fixed generator for small foliage.
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* added generator for obsidian pillars and central fountain which then is used for the exit portal
* checkstyle
* checkstyle the second
* fixed clang
removed magic number
added Clamp
* make the pillars configurable
* fixed clang
added warning if there was a unknown value if the tower should have a cage or not
* forgot to cancel on unkwon value
* fixed clang this time maybe
* added new generator to generator test
* fixed test
* added prefab generation for end fountain
* fixed checkstyle and updated the prefab
* added ender dragon spawning
made the fountain positioning dynamic
removed fountain placement functions
* added enderdragon stuff to testing
* pls compile
* added changes suggested by @peterbell10
* fixed clang
* added debug for further research on the ARM build
* ok - it wasn't my tower placement
* checking in setup
* readded the fountain schematic
* removed finisher
* readded generator
* removed generator trigger - kept ini file access
* using cChunkDef function to calculate abs pos of endercrystal
* yes, I know it's unused...
* commented everything in the ComposableGenerator.cpp
- so only the new class in compiled in but not called at all
* don't compile in the new generator at all
(removed from CMakeLists.txt)
* readded the new generator
* readded the new generator
* removed debug output
* made the towers generate acrocc chunk borders
* fixed bad merge
* fixed clang
* fixed clang
* generate the dragon 20 blocks above terrain
* trying to fixed weird undefined reference
* maybe this fixes the weird behaviour
* takes chunk width as parameter now
* added new comments with info to generated structures
removed ender dragon spawning
removed chunkwidth from parameter
* fixed linker
* maybe fixed linking. tried with gc and clang
* fixed ender crystal
* fixed test
* updated output strings
* fixed build
* fixed up test
* fixed test compile
* fixed test - cant get the tests to show up
* removed the semicolon
* maybe this is the fix?
* at this point i have no idea - in MVSC it works
* removed the ender dragon
Co-authored-by: 12xx12 <12xx12100@gmail.com>
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* replace push_back with emplace_back when a new object was created in the function call
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+ Use libdeflate
+ Use std::byte
* Fix passing temporary to string_view
+ Emulate make_unique_for_overwrite
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* fix flower generation
- remove wrong mushroom and flower generation
+ add "tiny" mushrooms in Mushrooms biomes
+ add "tiny" mushrooms in Mega Taiga and variants
+ add tulip generation for plains biomes
* Turn numbers into constants
- Remove duplication of grass generation
- Remove fern in inappropriate biomes
* added roofed forest flowers to ini file
* fixed crash with biMesaPlateuM
+ Use empty()
+ Emplace directly
+ Avoid a string copy in BiomeName
+ Alias BiomeIndex to avoid multiple casts
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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* the beginning of a magnificent work - added basic files and classes without functionality
* fixed checkstyle
* added imports
* moved imports
* - Adding SinglePieceStructureGen
- Adding a cPrefabChestStructure to generate Chests with contents
- Added the options and calls to the ComposableGenerator
* moved Globals to .h file
* removed the chest thingy from the code (for now)
* Update SinglePieceStructureGen.cpp
* readded whitespace
* renamed to SinglePieceStructuresGen for consistency
added new classes to test
* fixed small things (mostly style and cleanup)
removed loottables
* added small changes suggested by madmaxoft
* small change to documentation
* added check for allowed biomes
* check only the biome of the origin position
* fixed error on IsBiomeAllowed
* added new cubesets
* updated structures for with sponging
* updated biome names
* updated metadata to prevent crashing
removed debug output
* updated structures with sponging
* added sponging to deserterWell to make it disappear in sand
* small change in meta
* rename DesertTemple -> DesertPyramid
* minor style changes
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Alexander Harkness <me@bearbin.net>
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* Avoid inefficient AString -> c_str() -> AString round trip
* Avoid redundant string init expressions
* Avoid unnecessary return, continue, etc.
* Add .clang-format to help with clang-tidy fix-its
* Avoid unnecessary passing by value
* Avoid unnecessary local copying
* Avoid copying in range-for loops
* Avoid over-complicated boolean expressions
* Some violations missed by my local clang-tidy
* Allow unnecessary continue statements
* Add brackets
* Another expression missed locally
* Move BindingsProcessor call into clang-tidy.sh and add space
* Fix pushd not found error
* Different grouping of CheckBlockInteractionRate
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The generator now only takes care of servicing synchronous "GetChunk(X, Y)" and "GetBiomes(X, Y)" requests.
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When generating foliage, create cacti with height in the interval [1; MaxCactusHeight] and sugarcane with height in [1; MaxSugarcaneHeight] (with MaxCactusHeight and MaxSugarcaneHeight declared in world.ini)
Fixes #4135
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Also improved reporting messages.
Ref.: http://forum.mc-server.org/showthread.php?tid=2256
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Fixes #2283.
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The S in NetherForts was missing
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As a finisher called SoulsandRims
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This fixes crashes in the Village generator due to the missing generator.
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The code compiles, but several structure generators are broken, crash on start.
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Renamed Quarts to Quartz
Using const_iterator instead of iterator
Used CheckBasicStyle script to find style errors
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It generates gravel and dirt.
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It generates Nether Quarts.
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You can now choose if it should pregenerate something or not
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Portals and others
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Conflicts:
src/Chunk.cpp
src/Entities/Player.cpp
src/Root.cpp
src/World.cpp
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Conflicts:
src/Blocks/WorldInterface.h
src/ClientHandle.cpp
src/ClientHandle.h
src/Entities/Player.cpp
src/Entities/Player.h
src/Generating/FinishGen.cpp
src/Protocol/Protocol.h
src/Protocol/Protocol125.cpp
src/Protocol/Protocol125.h
src/Protocol/Protocol16x.cpp
src/Protocol/Protocol16x.h
src/Protocol/Protocol17x.cpp
src/Protocol/Protocol17x.h
src/Protocol/ProtocolRecognizer.cpp
src/Protocol/ProtocolRecognizer.h
src/Root.h
src/World.cpp
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Conflicts:
src/Chunk.cpp
src/Entities/Entity.h
src/Entities/Player.h
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Conflicts:
src/ClientHandle.cpp
src/Entities/Player.cpp
src/Entities/Player.h
src/Protocol/Protocol125.cpp
src/Protocol/Protocol17x.cpp
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Renamed cFinishGenSingleBiomeSingleTopBlock to cFinishGenSingleTopBlock
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Removed whitespace
fixed dead bush comment
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Now accepts a vector of biomes and a vector of allowed blocks.
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The world.ini has settings for the minimum and maximum height for each at the ravines' center and edges.
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This provides the basic shape of the ravines, with the basic settings based on GridStructGen, and good default values.
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Better grass density
Added double tall grass.
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This was mostly done automatically and then visually inspected for obvious errors.
All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
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This is for debugging purposes only.
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Also made roads use 3+9 scheme, instead of 3+5, for the house connectors.
Fixes #1020.
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Piece composition is not good yet, the buildings aren't height-adjusted and the road pieces will need special processing. This is mainly for adjusting the per-piece params.
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Also extended the defauls MaxDepth value to 12.
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Simple fortresses of 2 different rooms will generate.
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Now they are all Finishers. Fixes #398.
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Now the chunk generator can be used by other projects without depending on the two hugest structures in MCS.
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Also it forces the defaults into the INI file.
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The generator also explicitly sets the default back into the INI file.
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This way it can be shared between MCServer and BiomeVisualiser.
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