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Biomes: Make biome heat and humidity noise parameters user-configurable
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7490368984
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6 changed files with 18 additions and 19 deletions
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@ -81,8 +81,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
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//// Biome noise
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noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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@ -305,8 +305,8 @@ void MapgenV7::calculateNoise() {
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Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
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float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
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float heat = NoisePerlin2D(noise_heat->np, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(noise_humidity->np, p.X, p.Z, seed);
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s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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return bmgr->getBiome(heat, humidity, groundlevel);
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