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Unscramble Biomes
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@ -28,11 +28,12 @@ public class Settings
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public InterpolationType trilinearFunction = InterpolationType.BEZIER;
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public InterpolationType trilinearFunction = InterpolationType.BEZIER;
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public double linearSampleFractureMultiplier = 11.4;
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public double linearSampleFractureMultiplier = 11.4;
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public double linearSampleFractureScale = 0.21;
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public double linearSampleFractureScale = 0.21;
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public double horizontalZoom = 1; // 0.525
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public double horizontalZoom = 0.525; // 0.525
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public double heightFracture = 155;
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public double heightFracture = 155;
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public double beachScale = 76;
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public double beachScale = 76;
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public double landScale = 0.325;
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public double landScale = 0.325;
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public double landChance = 0.62;
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public double landChance = 0.62;
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public double biomeEdgeScramble = 0D; // 1550D
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public double roughness = 1.25;
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public double roughness = 1.25;
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public double heightMultiplier = 0.806;
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public double heightMultiplier = 0.806;
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public double heightExponentBase = 1;
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public double heightExponentBase = 1;
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8
src/main/java/ninja/bytecode/iris/generator/Snippet.java
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8
src/main/java/ninja/bytecode/iris/generator/Snippet.java
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@ -0,0 +1,8 @@
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package ninja.bytecode.iris.generator;
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public class Snippet
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{
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public double horizontalZoom = 0.525; // 0.525
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}
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@ -68,8 +68,8 @@ public class GenLayerBiome extends GenLayer
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public IrisBiome getBiome(double xx, double zz)
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public IrisBiome getBiome(double xx, double zz)
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{
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{
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double x = xx + (fracture.noise(zz, xx) * 1550D);
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double x = xx + (Iris.settings.gen.biomeEdgeScramble == 0 ? 0 : (fracture.noise(zz, xx) * Iris.settings.gen.biomeEdgeScramble));
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double z = zz - (fracture.noise(xx, zz) * 1550D);
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double z = zz - (Iris.settings.gen.biomeEdgeScramble == 0 ? 0 : (fracture.noise(xx, zz) * Iris.settings.gen.biomeEdgeScramble));
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IrisBiome cbi = iris.biome("Ocean");
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IrisBiome cbi = iris.biome("Ocean");
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double land = island.noise(x, z);
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double land = island.noise(x, z);
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double landChance = 1D - M.clip(Iris.settings.gen.landChance, 0D, 1D);
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double landChance = 1D - M.clip(Iris.settings.gen.landChance, 0D, 1D);
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