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Implemented "level terrain" feature, fix #28 #1017
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Oh wow, this is awesome, thank you! I don't know why sonarcloud is throwing a fit, but all the checks pass so that's the key part. I'll play around with it and give a review. |
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Oh wow, this is awesome!!!!! Great job! Will approve once the other convos get resolved, but going through it in-game it worked like a charm!
As an aside, the |
… and with this commit it even compiles 👍 |
Kudos, SonarCloud Quality Gate passed! |
Maybe. It's also possible that those files were formatted wrong. (As you saw in some other files you changed in this PR someone was doing weird formatting so that's entirely possible.) |
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You're a superstar for this, especially since some of our contributors had to step back from the project. Much appreciated!!!
This is an overall naïve implementation, in the sense that it copies the height of the initial selected node and applies it to the whole area.
The main factors for code complexity stem from:
The first point might be mitigated though by deciding on only having rectangular selection for levelling (see #1016).
Sloped node behavior
Slopes should lower the terrain when the selection is pulled from the lower side:
levels to
They should raise the terrain when the selection goes the other way:
levels to
Edged slopes should behave the same:
levels to
In all screenshots the rectangle was dragged up from the lowest edge (I couldn't more meaningful screenshots, sorry).