Skip to content

Commit

Permalink
Prevent dust above ponds, now that dust is applied after decoration
Browse files Browse the repository at this point in the history
Part of e06243c
Also removes a line made redundant by b0321a1
  • Loading branch information
Treer committed Dec 15, 2019
1 parent 074bcd3 commit f094cfb
Showing 1 changed file with 2 additions and 3 deletions.
5 changes: 2 additions & 3 deletions cloudlands.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1642,10 +1642,9 @@ local function renderCores(cores, minp, maxp, blockseed)

if surfaceDensity > (REQUIRED_DENSITY + pondWallBuffer) and not onTheEdge then
data[vi] = pondWater
if y > minp.y then data[vi - area.ystride] = pondBottom end
if y > minp.y then data[vi - area.ystride] = pondBottom end
--remove any dust above ponds
if y < overdrawTop and data[vi + area.ystride] == nodeId_dust then data[vi + area.ystride] = nodeId_air end
data[vi] = pondWater -- to let isIsland() know not to put vines here (only seems to be an issue when pond is 2 deep or more)
if core.dustLocations ~= nil and core.dustLocations[#core.dustLocations] == vi + area.ystride then core.dustLocations[#core.dustLocations] = nil end
else
-- make sure there are some walls to keep the water in
if y == coreTop then
Expand Down

0 comments on commit f094cfb

Please sign in to comment.