hashchecking needs to be checked to see if it's still OK
timestamp checking should involved the timestamps from inside the region
file, not of the region file itself.
Notes:
* Currently only works with -p 1
* Caching is mostly compatible with existing caches, but not completly.
This needs more testing and more code reviews
* There are probably many code paths that will throw exceptions.
* Not ready for general use yet, but is OK for testing
Moved it to the bottom of the screen, as it was in the way of the
existing controls on the top-right. Added it as a map conrol instead of
a simple div. Improved the styling a bit
Group membership is now determined with a function. See config.js for
some examples. If we want to include more information about markers in
markers.js, this model should be useful.
Currently this requires python-gearman, gearman-java, and a java SDK.
This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.
Then copy grasscolor.png into the cwd, and run gmap.py as usual.
It is slowwwww. Perhaps running Biome.class on multiple machines might
speed things up?
Here's the kind of output produced: http://smp.em32.net/biome_test/
Pretty substantial javascript refactoring:
* All javascript is now in funtions.js. There is no javascript at all
in index.html
* Configuration options moved from template.html to config.js
template.html moved to web_assets/index.html
config.js allows you to specify pattern-label pairs. Each label will be
added to an on-screen "signposts" control. Clicking the checkbox by
each label will show/hide any signposts that match the pattern attached
to that label. config.js has some examples.
TODO:
* The signposts control needs better styling.
* The new javascript needs testing in IE. Seems ok in Chome and FF.
These large changes may be hard to merge if you have non-trivial JS
changes to template.html locally. Apologies in advance
* Pumpkins and Jack-o-lanterns now face the correct direction
* Pumpkins and jack-o-lanterns now have different textures (thanks
alexjurkiewicz). one is lit, the other is not
* a bad looking green tint is applied to grass and to leaves
Someone please make this better
The following are now rendered:
* Pumpkins
* Jack-O-Lanterns (look identical to pumpkins at the moment, to match
the ingame rendering)
* Bloodstone
* Slow Sand
* Lightstone
Details:
* A queue object is passed to all renderers, allowing each process to
avoid using shared memory when recording signpost data.
* New overviewer.dat file that stores persistent data between runs.
Currently used to store information on signs. markers.js is
generated by merging the stored POI list with the newly generated POI
list.
* POIs are tagged with their type (e.g. "spawn" or "sign"). This
should be useful if different types of POIs needs to be
handled/displayed differently
Known bugs:
* If you delete the last sign in a chunk, it won't be removed from
markers.js
Other things with direction (torches, ladders, stairs, etc) will be
handled in a similar fashion. Note: minetracks on slopes are still
not rendered correctly
The following textures now no longer render as blocks:
* Flowers
* Mushrooms
* Saplings
* Reeds
* Torches
Note that torches attached to wall are still rendered incorrectly
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