Commit Graph

3029 Commits

Author SHA1 Message Date
Nicolas F 27eabb08a5 web_assets: make poi control icons look less bad
using rem here is probably wrong because we want to be the height
of the line in the span we're inside of, not of some global thing.

Also, add a margin to the left.
2020-07-01 18:59:34 +02:00
Nicolas F f54e398a2a docs/signs: fix escape example and add note
Concerns #1795.
2020-07-01 18:46:56 +02:00
Nicolas F a424744762 Merge PR #1734 by DragonDev1906 2020-06-29 18:49:34 +02:00
Nicolas F f6b7e67b85
Merge PR #1793 from eminence
Show the Overviewer version in the "welcome" message
2020-06-28 00:30:42 +02:00
Andrew Chin d6e21757db Show the Overviewer version in the "welcome" message
Old message:

    Welcome to Minecraft Overviewer!

New message:

    Welcome to Minecraft Overviewer version 0.15.75 (9605bd8)!

This might make is easier to quickly see what version of Overviewer
people are running when they ask for support
2020-06-27 13:48:07 -04:00
Nicolas F 9605bd8098 Add a FUNDING.yml for a sponsor button
After discussing this with the other folks on IRC, everyone seemed
to be cool with me adding myself to this. It makes it so people see
a little sponsor button that tells them how they can monetarily
support the project if they choose to do so.
2020-06-25 21:42:25 +02:00
Nicolas F a04ca9ca81 genPOI: fix dumb dimension handling mistake
lol
2020-06-25 19:10:29 +02:00
Nicolas F d3a5786642 world: work around Minecraft lighting nonsense
Minecraft occasionally generates chunks which are not yet lit.
In the past, I'd have said to just make them not render, but these
can sometimes be large areas of the world.

Instead, render them with full bright SkyLight. This looks less bad
than whatever is stored in the SkyLight property in these cases.

Closes #1787, probably. Only one person bothered providing a sample file.
2020-06-25 18:55:48 +02:00
Nicolas F 0143ad63a6 genPOI: code style fixes
E129 can suck me off. Get a better syntax, Python.
2020-06-25 18:36:00 +02:00
Nicolas F 2b550fdf66 genPOI: fix handling of new dimension format
Fixes #1778.
2020-06-25 18:17:21 +02:00
Nicolas F 1355f8c49e world: retry chunk read on OSError too
Closes #1790.

If a chunk fails reading due to an underlying operating system
IO error, we can invoke the retry logic too. No clue what could
cause this to happen beyond hardware faults.

Also lower the sleep time to 0.25s down from 0.5s because half a
second of sleeping for each chunk this happens on seems incredibly
overkill.

Making the nbt code raise a CorruptChunkError in this case also means
that failing to read a chunk due to an IOError is not a fatal error
anymore, it'll simply skip it and move on.
2020-06-25 15:37:17 +02:00
Nicolas F c53268e8fe assetmanager: don't choke on existing icons dir
Fixes #1789.
2020-06-25 00:17:12 +02:00
Nicolas F 780597d7b2
Merge pull request #1780 from dreamwraith 2020-06-24 18:10:18 +02:00
Nicolas F cadb24a015 assetmanager: rename icons dir to markers, symlink
This fixes a name collision with Apache's default config.

Closes #1773. Install nginx already.
2020-06-24 17:57:12 +02:00
Nicolas F 07e6be4b43 Merge pull request #1788 from Auron956 2020-06-24 17:16:45 +02:00
Joseph Camp ab0f6ab388 overviewer.h: Bump extension version 2020-06-23 23:35:43 +00:00
Joseph Camp 297a940a4b Amend loom rendering
- Account for render direction & block facing data
2020-06-23 23:35:43 +00:00
Joseph Camp 9ee1a6a3dd Amend table block rendering
- Account for render direction & flip bottom-right face of
  crafting, fletching, smithing, and cartography table blocks
2020-06-23 23:35:43 +00:00
Joseph Camp 83db30da66 Amend coarse dirt texture
- Correct texture used for coarse dirt
- Code formatting
2020-06-23 23:35:43 +00:00
Joseph Camp efc345313d Add bell texture 2020-06-23 23:35:43 +00:00
Joseph Camp 99864d99a7 Add campfire texture 2020-06-23 23:35:43 +00:00
Joseph Camp 9365cce160 Amend lectern rendering
- Replaces exising implementation with a texture that better
  resembles the in game block, accounting for its facing & whether
  a book has been placed or not
2020-06-23 23:35:43 +00:00
Joseph Camp cde059e9a6 Amend stonecutter rendering
- Account for facing when generating textures
- Render block top at the appropriate height & add saw blade
2020-06-23 23:35:43 +00:00
Joseph Camp 3bfe52013d Amend grindstone rendering
- Replaces existing implementation with a texture that better
  resembles the in game block and accounts for its facing & what
  surface it is attached to (ceiling, wall, or floor)
2020-06-23 23:35:42 +00:00
Joseph Camp d0ddab3b20 Amend anvil texture generation
- Fix gap between sides & top in anvil texture
2020-06-23 23:35:42 +00:00
Joseph Camp 8e1eeb2170 Amend glazed terracotta rendering
- Reduce data range to prevent excessive texture generation
- Correct rotation of side 4 texture
- Simplify texture generation code
2020-06-23 23:35:42 +00:00
Joseph Camp b2244f5b76 Amend observer rendering
- Allow rendering of powered observers with appropriate back texture
2020-06-23 23:35:41 +00:00
Joseph Camp 0bb4785008 Amend shulker box rendering
- Correct shulker box side textures being resized to 4x4 resolution
- Use intended texture for 'uncolored' shulker boxes instead of purple
2020-06-23 23:33:56 +00:00
Joseph Camp 7e0c880a58 Add mushroom block & vine variants
- Add all possible variants of mushroom blocks introduced in 1.13
- Render mushroom stems similarly to red/brown mushroom blocks
- Add vine variants where vines are on the upwards facing side
2020-06-23 23:33:55 +00:00
Joseph Camp b6716a898a Fix chiseled sandstone rendering
- Resolve data value mismatch between textures.py and world.py
2020-06-23 23:33:55 +00:00
Joseph Camp 29eff95f8b Amend (blast) furnace & smoker rendering
- Use 'lit' property to determine when block is on or off
- Account for facing when generating textures
- Clean up smoker/furnace/dispenser/dropper texture generation code
2020-06-23 23:33:55 +00:00
Joseph Camp 6d5ccdfd54 Amend farmland rendering
- Use 'moisture' property to determine when to render farmland as moist
2020-06-23 23:33:55 +00:00
Joseph Camp 16753aad79 Fix cake rendering
- Use 'bites' property to determine which cut of cake to render
2020-06-23 23:33:55 +00:00
Joseph Camp 63eefb2423 Amend redstone repeater delay rendering
- Use 'delay' property to determine offset of repeater torch
2020-06-23 23:33:55 +00:00
Joseph Camp 268e773c11 Amend structure block variant rendering
- Use 'mode' property to determine which variant of block to render
2020-06-23 23:33:55 +00:00
Joseph Camp 70ce68da4b Add Jigsaw block 2020-06-23 23:33:55 +00:00
Joseph Camp 46d48bf1f8 Fix cauldron water rendering
- Use cauldron 'level' property to determine water level
2020-06-23 23:33:55 +00:00
Joseph Camp c30e976cbd Amend end portal frame rendering
- Use portal frame 'eye' property to allow ender eye to be rendered
- Use portal frame 'facing' property to determine block rotation
2020-06-23 23:33:55 +00:00
Joseph Camp 4ee5673e0d Add piston variant rendering & fix lighting
- Fix extended pistons rendering as if they were retracted
- Fix retracted pistons rendering completely dark when using a
  lighting rendermode primitive
- Use piston head 'facing' property to determine rotation
- Use piston head 'type' property to determine if sticky or not
2020-06-23 23:33:52 +00:00
Joseph Camp 2a7280f8bf Add colored beds & use bed facing/type properties
- Add beds with colors other than red
- Use bed 'facing' property to determine bed's rotation
- Use bed 'type' property to determine if the head or foot is rendered
- Correct faulty logic during bed texture generation
2020-06-23 22:27:04 +00:00
Nicolas F 98fe552790
Merge pull request #1786 from IncredibleHolg/flowers-berry
add flowers and berries
2020-06-14 18:58:48 +02:00
InrcedibleHolg 8c08b44a38 add flowers and berries 2020-06-13 16:45:50 +02:00
dreamwraith a1dc1d053a
Update signs.rst to include additional notes about filtering based on block entity data for chests
I added some documentation on something that took me a bit of time to figure out, as i wanted to filter world generated lootable chests that hadnt been opened yet.
2020-05-28 09:34:39 -07:00
Nicolas F 678048177d
Merge pull request #1755 from cliffmeyers
fix a bug where multiple renders of the same world led to repeat genPOI scans
2020-05-23 16:27:05 +02:00
Nicolas F 98f83af4df Merge PR #1759 from iRath96 2020-05-22 16:21:02 +02:00
Alexander Rath 9e7bd98410 make 20w17a blockstate code cleaner 2020-05-22 10:27:47 +02:00
Alexander Rath 5ff3e2b09f world: add support for 20w17a blockstates 2020-04-23 01:19:35 +02:00
Cliff Meyers 61903939a3 remove __lt__ from RegionSet & wrapper as it's no longer used in genPOI 2020-04-15 08:06:12 -04:00
Cliff Meyers 512d6e7583 use logging.debug for detailed reporting of entities found during genPOI 2020-04-15 07:52:34 -04:00
Cliff Meyers 0a1560431a fix a bug where multiple renders of the same world led to repeat genPOI scans
the code that calls handleEntities in genPOI was building a list
of all filter funcs in the config, then used itertools.groupby to walk over
each region set, calling handleEntities and passing filters funcs for the rset.

this works fine when all of the renders point at a different world,
since rsets are sorted via __lt__ using the regiondir. when an rset appears in
the config multiple times, groupby can't sort the rsets reliably,
so a single rset is passed multiple times to handleEntities with only some
of the applicable filters. for a config with just two renders of the same world,
handleEntities would frequently be called 5-7 times instead of just 2.

this change eliminates group by, and just iterates over all the rsets, each
time plucking the list of applicable filters based on rset associated with
each filter (simple equality).
2020-04-15 07:34:54 -04:00