From f094cfbd76bb9a467b77013f00c7becd586d5773 Mon Sep 17 00:00:00 2001 From: Treer Date: Sun, 15 Dec 2019 12:41:21 +1100 Subject: [PATCH] Prevent dust above ponds, now that dust is applied after decoration Part of e06243cf655 Also removes a line made redundant by b0321a1df06 --- cloudlands.lua | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/cloudlands.lua b/cloudlands.lua index 64e982c..09f4a90 100644 --- a/cloudlands.lua +++ b/cloudlands.lua @@ -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