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Commit Graph

16 Commits

Author SHA1 Message Date
Andrew Chin
0a73d3af56 Merge remote branch 'origin/master' 2010-09-26 01:32:16 -04:00
Andrew Brown
8d2c575758 properly loads the image and detects corrupted images 2010-09-25 15:07:41 -04:00
Andrew Chin
80c15a3910 Added initial work on a structure to allow map annocations
The spawn point is automatically added to the gmap as a marker.
Adding other markers (signs, mob spawners, etc) should be fairly
easy.  Note: the math that converts from in-game block coordinates
to pixel coordinates is iffy.  it requires a careful codereview
2010-09-24 23:26:43 -04:00
Andrew Brown
32b776e6cc Tile task pool gets a maximum of 10000 tasks at a time
This should help memory problems for really large maps. I haven't
extensively tested this yet, but I think it should do the trick.
2010-09-24 00:36:33 -04:00
Andrew Brown
b64ea5ad23 program is now completely single threaded/processed with -p1 2010-09-23 00:08:20 -04:00
Andrew Brown
0c803608f3 moved a bit of code to a generator function
This'll make it easier to incrementally add tasks to the queue. I would
have gone ahead and done that now, but I'm out of time for the night.
2010-09-22 00:06:48 -04:00
Andrew Brown
d6f5afc40f Added GPL license to all files.
If anyone is interested in using this software under different
conditions, contact me.
2010-09-21 22:51:12 -04:00
Andrew Brown
e0929d06f4 explicitly create dest dir to fix race condition 2010-09-18 11:37:03 -04:00
Andrew Brown
b12e2d1c8c fixed race condition in creating directories 2010-09-18 10:53:50 -04:00
Andrew Brown
430ee24830 added existance checks before moving dirs.
Also removed a debug print
2010-09-18 00:24:22 -04:00
Andrew Brown
c8c16d5fd3 big commits to a bunch of stuff. See expanded message
Added an option to enter your own zoom level. Use -z to set the map at a
particular zoom level. Zoom levels define the width and height in tiles
of the highest zoom level, each new zoom level is twice as wide and
tall. (z=6 -> 2^6 tiles wide and tall)

Implemented tile re-arrangement on map expansion. Now most tiles will
get re-used if your map needs another zoom level! No longer does it need
to re-generate everything.

No longer creates empty directories for tiles, only creates directories
if needed.

Fixed some minor off-by-one logic (and the code that canceled it out to
make it work)
2010-09-18 00:14:02 -04:00
Andrew Brown
7d11f4ecef Avoid a complete re-gen when world expands.
When the world expands and the Overviewer is forced to create a new zoom
level, use to be all tiles needed to be regenerated. Now that the world
center is always anchored, I can do some simple renaming of folders so
now when a world expands, tiles are re-used and it's very quick!
2010-09-16 23:41:07 -04:00
Andrew Brown
612307ff15 implemented hack to fix water grids. Water looks okay now! 2010-09-15 21:52:57 -04:00
Andrew Brown
b7ee3cb9e7 correct tiles dir 2010-09-15 00:03:34 -04:00
Andrew Brown
2d4f0cc082 I believe I now have a usable program again 2010-09-14 23:53:28 -04:00
Andrew Brown
230e6ad480 Re-wrote most of the quad-tree tile code and world code.
Doesn't work yet.
2010-09-14 22:55:27 -04:00