Nicolas F
cb375e6788
textures: add cut copper
2021-06-11 21:33:49 +02:00
Nicolas F
9df56fc30a
overviewer.h: bump C extension version
2021-06-10 19:35:46 +02:00
Nicolas F
ea4b543e74
Merge PR #1943 from buscher
2021-06-10 19:34:11 +02:00
Nicolas F
6097461494
Merge PR #1941 from buscher
2021-06-10 19:26:11 +02:00
Nicolas F
e729addd23
textures: add some of the new copper blocks
2021-06-10 19:24:01 +02:00
Nicolas F
257975383d
textures: add budding amethyst
2021-06-10 17:53:14 +02:00
Nicolas F
66195f6fc7
textures: add amethyst block, raw iron, raw gold
2021-06-10 17:42:30 +02:00
Nicolas F
c717b7170f
world: fix dirt path rendering for 1.17
2021-06-10 17:34:46 +02:00
Bernd Buschinski
b37f8b4a53
Added Respawn Anchor Charges
...
- also removed block_lodestone and block_lodestone from block_class_ancil
as they are not used in generate_pseudo_data
2021-06-06 19:36:40 +02:00
Nicolas F
3488450531
overviewer.h: bump C extension version
2021-06-06 18:53:53 +02:00
Bernd Buschinski
ef56dbcf3b
Rworked glass pane connection
...
- use in game data instead of manually calculating the adjacency data
2021-06-06 13:50:41 +02:00
Jens
854069fb89
Correctly checking for None & free python obj
2021-06-06 11:41:30 +02:00
Jens
221ac26829
Add Heatmap RenderPrimitive (chunk mtime)
2021-06-04 15:02:47 +02:00
Bernd Buschinski
848a9594a7
Fixed black full height snow layers
2021-06-01 19:52:47 +02:00
Nicolas F
c43284a2cf
Merge PR #1856 from IncredibleHolg
...
I finally got around to doing this.
2021-05-21 01:32:49 +02:00
Nicolas F
a5e2f182af
overviewer.h: bump C extension version
2021-05-16 14:50:23 +02:00
Nicolas F
cfbfd4c026
Merge PR #1925 of Buscher
2021-05-16 14:48:23 +02:00
Nicolas F
1b5e0f5802
Merge PR #1920 of buscher
2021-05-16 14:46:52 +02:00
Bernd Buschinski
9a34b4578f
Fixes glass pane/iron bar connection/adjacent rendering
2021-05-13 20:00:09 +02:00
Nicolas F
2fc64c6f26
block_class: optimise aarch64 SIMD some more
...
15% faster than the previous SIMD.
2021-05-11 12:24:54 +02:00
Nicolas F
772d73ce04
block_class: add aarch64 SIMD
...
Speedup of 2.3x for this particular function. Can probably be
improved somewhat still.
2021-05-11 11:57:52 +02:00
Bernd Buschinski
0422ed4e81
Fixes rendering with slabs/stair in occluded check
2021-05-01 13:13:51 +02:00
InrcedibleHolg
6b2be1635d
add quartz_bricks, remove duplicates
2020-11-29 23:33:03 +01:00
InrcedibleHolg
66ef67bb78
soul lightning
2020-08-23 09:55:29 +02:00
InrcedibleHolg
619ce0a219
add advanced blocks, nether roof update
...
crying_obsidian, lodestone, respawn_anchor
ancient_debris part of the nether roof
2020-08-15 10:10:29 +02:00
Lieuwe Westra
113a3a6f09
Added crimson and warped wood
2020-08-14 14:53:59 +02:00
InrcedibleHolg
629b43370e
add stone nether blocks
2020-08-09 21:50:13 +02:00
Joseph Camp
a839fa437d
C: Amend logic in block_class_is_wall()
...
Resolves an issue where this function would mistakenly identify
various non-wall blocks as walls
2020-08-06 23:24:12 +00:00
Nicolas F
1d40ea77d4
nether: move nether roof blocks into new class
2020-08-05 19:01:52 +02:00
InrcedibleHolg
0a9d1961c5
add soul_soil, nether_gold_ore, removelist
2020-08-04 19:38:23 +02:00
InrcedibleHolg
3ac090a7a0
nether biomes
2020-07-17 00:21:29 +02:00
Nicolas F
fcb3f2644d
Shuffle around wall IDs, change wall check
...
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.
2020-07-13 19:15:47 +02:00
Nicolas F
fd2c0a057a
Add blackstone and netherite blocks
2020-07-03 13:10:23 +02:00
Nicolas F
bc56346bad
Initial 1.16 block work
...
- Add ancient debris
- Add basalt
- Add polished basalt
- Add soul campfire
2020-07-03 13:10:23 +02:00
Nicolas F
d362e1512d
overlay-mineral: fix tuple parse data type
...
Was a byte, should've been an unsigned short.
Fixes #1801 .
2020-07-03 13:06:46 +02:00
Joseph Camp
ab0f6ab388
overviewer.h: Bump extension version
2020-06-23 23:35:43 +00:00
Joseph Camp
efc345313d
Add bell texture
2020-06-23 23:35:43 +00:00
Joseph Camp
99864d99a7
Add campfire texture
2020-06-23 23:35:43 +00:00
Joseph Camp
0bb4785008
Amend shulker box rendering
...
- Correct shulker box side textures being resized to 4x4 resolution
- Use intended texture for 'uncolored' shulker boxes instead of purple
2020-06-23 23:33:56 +00:00
Joseph Camp
7e0c880a58
Add mushroom block & vine variants
...
- Add all possible variants of mushroom blocks introduced in 1.13
- Render mushroom stems similarly to red/brown mushroom blocks
- Add vine variants where vines are on the upwards facing side
2020-06-23 23:33:55 +00:00
Joseph Camp
70ce68da4b
Add Jigsaw block
2020-06-23 23:33:55 +00:00
Joseph Camp
4ee5673e0d
Add piston variant rendering & fix lighting
...
- Fix extended pistons rendering as if they were retracted
- Fix retracted pistons rendering completely dark when using a
lighting rendermode primitive
- Use piston head 'facing' property to determine rotation
- Use piston head 'type' property to determine if sticky or not
2020-06-23 23:33:52 +00:00
InrcedibleHolg
8c08b44a38
add flowers and berries
2020-06-13 16:45:50 +02:00
Nicolas F
51efdbaa4e
overviewer.h: bump extension version
2020-02-14 21:26:34 +01:00
Nicolas F
6fdf78c35f
overviewer.h: bump extension version
2020-02-13 17:36:20 +01:00
Nicolas F
27e63d4aa6
Merge PR 1704 from dgrimreaper
2020-02-13 17:32:30 +01:00
Daniel Grimwood
ede3ac5db4
And the other location for the temporary variables
2020-02-13 19:58:02 +08:00
Daniel Grimwood
1770e2e6cd
mmmm temporary variables
2020-02-12 21:50:58 +08:00
Auron956
a3960bd419
Fix chest rendering by using 'type' property
...
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.
2020-02-04 00:16:28 +00:00
Daniel Grimwood
de5f27c446
Fixes #1659 by testing both 8 and 9 for water blockid
2019-12-29 15:38:56 +08:00