| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* 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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Some connectors had been off by one block.
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