Turns out my previous grasp of how Minecraft does this was wrong.
This seems to be the correct way. One side effect is that biome data
now has less resolution. One only really notices this when looking at
water, for which Minecraft does not even use the water colours for
in-game, otherwise I can't really tell a big difference.
Fixes#1698.
Fixes#1650.
Mojang changed the biomes code so that it now can have different
biomes for different Y levels. We need to adjust our logic accordingly,
which is done through some small BiomeDispensary class where we shove
a numpy'd Mojang array in and can then read out the biomes for each level.
Biome data is now stored per-section, which needed some changes on the C
side of things. I didn't change anything in the biome overlay code so
I wouldn't be surprised if it's broken now, but for the time being I'd
rather have 1.15 fixed than some obscure overlay.
Tested to work with 1.14 and 1.15 data. No new biomes have been added
to the code yet.
This adds:
- mossy stone brick stairs
- mossy cobblestone stairs
- mossy stone brick walls
We also add another block class for walls, and while we're at it,
clean up the stairs texture function to not have a huge sprawling
elif mess for loading textures, but instead to a cheeky dictionary
lookup.
In case you're wondering, yes I am just as disgusted by this code as
you are.
Many things work, some don't. Notably, genPOI doesn't work, and
there's some signedness comparison stuff going on in the C extension.
This also completely drops support for Python 2, as maintaining a C
extension for both Python 2 and 3 is a pain and not worth it for the
9 months that Python 2 is still going to be supported upstream.
The documentation needs to be adjusted as well.
All of the few tests we have pass, and rendering a map works, both
with a configuration file and without. We can also use optimizeimages.
Concerns #1528.
Note that this commit changes the pseudo-ancil-data type from unsigned
int to an unsigned short. Our pseudoancil code creates 5 bits of data
to store adjacency information for glass. Glass also has 4 bits for
color info. This means we need a total of 9 bits to render these (thus
int --> short)
Also removed some code that I accidentially left in.
Also added a traceback printing decorator around get_chunk() because the
C code can potentially swallow those exceptions.