Resolves an issue where chests with more than one adjacent chest would
fail to render. Instead of distinguishing double from single chests by
checking for the presence of adjacent chests, use the provided "type"
property of chests to determine if they are single or the left/right
part of a double chest.
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.
If loading the grass and foliage biome colour fails, Overviewer doesn't
necessarily crash, it just renders everything gray, apart from one small
issue: in trying to call base_finish, it'd crash trying to decrease the
reference of a null pointer.