* 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
The ones I have not changed are those where paste() is really
preferred, and I've noted why in comments.
Calls to "dest.paste(src, rect, mask)" were converted to calls to
"composite.alpha_over(dest, src, rect, mask)".
I needed a way to let py2exe options be provided only when py2exe is
available. My solution (maybe not the best) was to put all the
arguments for the final setup() call into a dictionary, that is filled
in conditionally during the script's execution. This is why the file
is completely changed; however, it still does what it used to do (when
py2exe is available).
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
This adds basic post-processing to images. At the moment, it only
performs actions for the png output type, but changes to work for
jpeg will be exceptionall minimal.
Polygons and polylines are read from the new file "regions.js". Polylines
(entries with "closed" set to false) are just lines drawn on the map.
Polygons (entries with "closed" set to true) are closed loops that are
filled in with a transparent color.