Older versions apparently didn't have LANCZOS filtering for
resizing. In this case, just fall back to whatever the default is.
Will look marginally worse for those people but at least it works.
If one wishes to add debug output, they should use overviewer.utils.debug.
To see the output produced by that, set overviewerConfig.map.debug to true.
Fixes#1816.
Previously, walls were all numbered at 21000+. This is bad because
our blockmap is an array, so this caused our blockmap to take up
80 MiB of RAM in each worker process.
This commit changes the wall numbering, and exploits some bitmasking
to have the wall check run in constant time no matter how many walls
there are. This is done with a simple mask and xor to check the prefix.
RAM usage for the blockmap thus drops to like 44 MiB.
This is in preparation for adding more walls for 1.16.
Instead of trusting that Minecraft will only request up to index
num_palette_entries - 1, we'll assume Mojang occasionally produces
a weird file where it tries to request past that, up to the maximum
palette index it can based on the bits per value. To facilitate this,
this commit extends the translation palette array to this maximum size.
Such invalid palette picks will simply be replaced by ID 0 (aka air),
so it should cause minimal weirdness in the output.
Works around #1797.
Minecraft 1.16.1 loves writing these in singleplayer, and they
cause a whole bunch of corruption warnings if we don't handle them
in a special way like this.
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.
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.