Merge remote-tracking branch 'upstream/master' into configurable-north
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@@ -431,7 +431,7 @@ def _build_blockimages():
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
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]
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@@ -448,7 +448,7 @@ def _build_blockimages():
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118
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]
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@@ -554,12 +554,14 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID == 9 or blockID == 20: # spring water, flowing water and waterfall water, AND glass
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# water and glass share the way to be rendered
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if blockID == 9 or blockID == 20 or blockID == 79: # spring water, flowing water and waterfall water, AND glass, AND ice
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# water,glass and ice share the way to be rendered
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if blockID == 9:
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texture = _load_image("water.png")
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else:
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elif blockID == 20:
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texture = terrain_images[49]
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else:
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texture = terrain_images[67]
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if (data & 0b10000) == 16:
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top = texture
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@@ -2002,8 +2004,8 @@ def getBiomeData(worlddir, chunkX, chunkY):
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special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
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34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62,
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63, 64, 65, 66, 67, 68, 71, 75, 76, 85, 86, 90, 91,
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92, 93, 94, 96])
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63, 64, 65, 66, 67, 68, 71, 75, 76, 79, 85, 86, 90,
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91, 92, 93, 94, 96])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -2042,6 +2044,7 @@ special_map[68] = (2,3,4,5) # wall sing, orientation
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special_map[71] = range(16) # iron door, open/close and orientation
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special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
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special_map[76] = (1,2,3,4,5) # on redstone torch, orientation
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special_map[79] = range(32) # ice, used to only render the exterior surface, uses pseudo data
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special_map[85] = range(17) # fences, all the possible combination, uses pseudo data
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special_map[86] = range(5) # pumpkin, orientation
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special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data
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