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Tweaks to terrain.rs
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16b9b4ca9e
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@ -102,6 +102,7 @@ impl Config for Game {
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if client.created_tick() == server.current_tick() {
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client.set_game_mode(GameMode::Creative);
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client.set_max_view_distance(32);
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client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
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}
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@ -192,7 +193,15 @@ fn terrain_column(
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if has_terrain_at(g, x, y, z) {
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let gravel_height = WATER_HEIGHT
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- (noise01(&g.gravel_noise, [x, y, z].map(|a| a as f64 / 10.0)) * 6.0).round() as i64;
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- 1
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- (fbm(
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&g.gravel_noise,
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[x, y, z].map(|a| a as f64 / 10.0),
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3,
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2.0,
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0.5,
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) * 6.0)
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.floor() as i64;
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if *in_terrain {
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if *depth > 0 {
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@ -237,8 +246,8 @@ fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
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noise01(&g.hilly_noise, [x, y, z].map(|a| a as f64 / 400.0)).powi(2),
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);
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let lower = 10.0 + 150.0 * hilly;
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let upper = lower + 100.0 * hilly;
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let lower = 15.0 + 75.0 * hilly;
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let upper = lower + 125.0 * hilly;
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if y as f64 <= lower {
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return true;
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@ -246,7 +255,7 @@ fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
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return false;
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}
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let density = 1.0 - lerpstep(lower, upper, y as f64);
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let density = (1.0 - lerpstep(lower, upper, y as f64)).sqrt();
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let n = fbm(
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&g.density_noise,
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