Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
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@@ -385,7 +385,13 @@ int n_StatsBiomeGetValue(LuaHost& h, lua_State* L) {
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return 1;
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}
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int n_StatsResetBiome(LuaHost& h, lua_State*) { h.biome_stats_base = h.stats; return 0; }
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int n_GlobalsSetValue(LuaHost& h, lua_State* L) { if (h.buffer_world_writes) { h.globals[str(L, 1)] = str(L, 2); h.wrote_world = true; return 0; } std::lock_guard<std::mutex> lk(LuaHost::shared_mutex); h.world_globals()[str(L, 1)] = str(L, 2); return 0; }
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int n_GlobalsSetValue(LuaHost& h, lua_State* L) {
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const auto key = str(L, 1), value = str(L, 2);
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if (std::getenv("NG_EVENTLOG") && key.rfind("TEMPLE_", 0) == 0)
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std::printf("temple global %s = %s%s\n", key.c_str(), value.c_str(), h.buffer_world_writes ? " (generation trial)" : "");
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if (h.buffer_world_writes) { h.globals[key] = value; h.wrote_world = true; return 0; }
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std::lock_guard<std::mutex> lk(LuaHost::shared_mutex); h.world_globals()[key] = value; return 0;
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}
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// session numbers (new game plus count etc.): a fresh run has everything at 0
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int n_SessionNumbersGetValue(LuaHost&, lua_State* L) { lua_pushstring(L, "0"); return 1; }
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int n_GameGetFrameNum(LuaHost&, lua_State* L) { lua_pushnumber(L, 0); return 1; }
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