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* feat(gameplay): add Ocean biome with water generation and heightmap adjustments - Introduce Ocean biome enum, builder, and detection logic. - Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas. - Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks. - Comment out border blending call and update block fill logic. * fix(gameplay): re-enable border blending and protect water in cave gen * refactor(generation): move ocean water build to later phase * feat(block): add is_transitional property and refine border blending * fix(block): set stone block as transitional * fix(world): generate temporary chunks for surface blend neighbor data * fix(gameplay): simplify block fill logic in blend_surface_blocks_borders * refactor(tree): remove debug logging and unused include
10 lines
178 B
TOML
10 lines
178 B
TOML
id = 2
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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is_transitional = true
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is_transparent = false
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name = 'dirt' |