Time Nick Message 08:07 MTDiscord The 2048x2048 data could be put into engine as an image I guess 08:13 MTDiscord sfan5: Aside of the "full custom map" scenario, I would like the API to support stuff like Oceans (of different kinds) where oceans are and Mountains (extending into the underground below the mountains properly) of different kinds (arctic/temperate/tropical). 08:15 MTDiscord So if you have an idea on how to add biome heightmap dependency to the current system without allowing biome changing in on_generated(), that would be great too. 08:37 pgimeno reading the discussion about defining humidity, I have an idea of an algorithm. You can define humidity at arbitrary 2D points, and then make a Delaunay graph for determining which other points each one should interpolate against. Depending on the number of points for which humidity data is determining, storing the points and the graph could be much more memory efficient than grid-based approaches. 08:38 pgimeno I'll work on a PoC 08:45 pgimeno s/is determining/is given/ 14:27 MTDiscord Well what about pitch for get_sound_duration? Pitch changes the playback speed... 15:21 [MTMatrix] Modders can calculate the new duration it if they know the pitch I guess. Or the engine can do it automatically so modders don't have to, returning the altered duration already 15:22 [MTMatrix] (latter would be great) 19:57 MTDiscord Well but the issue with that Zughy is is it linear? Becuase otherwise you have to go digging in the audio lib to find out how to calculate playback speed 20:45 Desour "are you sure it's RelWithDebInfo doing that?" <- pretty sure. I haven't really changed any build configuration besides that. the ghost nodes are only noticeable with larger client mesh chunk setting values though. mapgen might also be quite slow. I guess it's because of some asserts 20:45 Desour "Well but the issue with that Zughy is is it linear?" <- pitch is linear (IIRC), yes