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Commit Graph

217 Commits

Author SHA1 Message Date
Andrew Chin
1a96b89e78 Properly set exceptions, instead of simply returning NULL 2011-11-22 11:30:48 -05:00
Aaron Griffith
e500a1ab26 Merge branch '19prep'
Conflicts:
	overviewer_core/src/overviewer.h
	overviewer_core/textures.py
2011-11-18 17:25:01 -05:00
Aaron Griffith
f6651cd759 bumped extension number to prepare for likely merge tomorrow 2011-11-17 09:33:22 -05:00
Aaron Griffith
944edf4ef8 changed material property lookups to use a bit table, not python sets 2011-11-11 20:05:29 -05:00
Aaron Griffith
afd3ad639b textures are now stored in a continuous array in memory, instead of a dict 2011-11-11 15:49:08 -05:00
Aaron Griffith
dc0110ee73 unknown blocks are no longer assumed to be transparent 2011-11-10 09:51:25 -05:00
Aaron Griffith
acbf87db3f bumped extension version for new smooth-lighting mode 2011-11-07 19:50:55 -05:00
Alejandro Aguilera
e2dde5e6e0 Add lily pads to biome tinting. Fix pumpkin and melon stem. 2011-11-07 16:21:03 +01:00
Alejandro Aguilera
29bc7fa0ba Update iterate.c for nether brick fences and update the way glass panes and iron bars stick. 2011-11-07 15:41:55 +01:00
Aaron Griffith
53dbdc98c6 added special smooth-lighting exception for water 2011-11-05 23:29:51 -04:00
Aaron Griffith
670a458ec1 made sure smooth-lighting honors the shade_strength option 2011-11-01 15:59:03 -04:00
Aaron Griffith
4b905685eb major textures.py restructuring, not all textures implemented (Issue #516)
Be careful -- the build_* and transform_* functions no longer have a
blockID argument, because that made no sense.
2011-10-31 20:57:05 -04:00
Aaron Griffith
8e0a82ba62 unified blockmap and specialblockmap (Issue #516) 2011-10-31 13:58:25 -04:00
Aaron Griffith
75858f2df8 removed historical, seperate mask from texture tuples (Issue #516) 2011-10-31 13:40:38 -04:00
Aaron Griffith
69c109fc05 moved trasparent_blocks, etc. into textures.py (Issue #516) 2011-10-31 13:28:28 -04:00
Aaron Griffith
92b8cd33ed Merge branch 'master' into smooth-lighting 2011-10-28 13:07:01 -04:00
Aaron Griffith
85da19b1a0 turned night into a lighting mode option, added 'night' builtin custom mode 2011-10-26 22:19:27 -04:00
Aaron Griffith
00f06e0499 last of the obvious smooth-lighting render issues fixed 2011-10-26 21:50:23 -04:00
Aaron Griffith
aa7a837043 fixed segfault involving redstone on the edge of the map (Issue #519) 2011-10-26 15:14:48 -04:00
Aaron Griffith
4bddf2c78a fixed top smooth lighting tesselation error 2011-10-18 09:56:01 -04:00
Aaron Griffith
0fa734d0c5 fixed smooth lighting errors on chunk boundaries 2011-10-17 10:09:59 -04:00
Aaron Griffith
2705a1efe8 smooth-lighting triangles now pull lighting data correctly for each vertex 2011-10-16 17:18:24 -04:00
Aaron Griffith
b984185f0c smooth lighting mode now covers every block with 6 triangles 2011-10-11 21:27:20 -04:00
Aaron Griffith
80a3849a6c added a triangle drawing function, with interpolated color 2011-10-11 21:17:10 -04:00
Aaron Griffith
3a090f77f5 stub smooth-lighting mode (does nothing special, for now) 2011-10-11 19:59:33 -04:00
Aaron Griffith
426c4e9c05 added 'color_light' option to lighting mode 2011-09-19 23:36:21 -04:00
Aaron Griffith
b5c86b6bca birch and pine leaves now look different from each other 2011-09-19 21:19:08 -04:00
Aaron Griffith
4e3a92874c watercolor will now be used if it can be loaded
Right now the Biome Extractor does not extract this with the other
biome colors, so making it *required* would lead to a lot of errors
for people running servers that don't have the client jar.

Once the Biome Extractor has been changed, this should also.
2011-09-19 21:05:20 -04:00
Alejandro Aguilera
c4883541b3 Now pumpkin and melon stems are tinted brown in textures.py if they are fully grown.
Also delete a save statement. Use state->block_data in rendernormal.
2011-09-16 12:52:32 +02:00
Alejandro Aguilera
80ed5ac280 Update comment in the glass panes and iron bars pseudo data. 2011-09-16 10:09:05 +02:00
Alejandro Aguilera
d6c71de226 Add pumpkin and melon stems. 2011-09-16 09:57:30 +02:00
Aaron Griffith
5ca6305837 fence gates 2011-09-14 18:00:59 -04:00
CounterPillow
ff6dba7419 Default tinting now in C code 2011-09-14 21:50:20 +02:00
Aaron Griffith
309db05924 all biome tinting is now handled in rendermode-normal.c.
Note that the case when there isn't any biome data available is not
yet properly handled.
2011-09-14 15:04:18 -04:00
CounterPillow
0ab3b0b2df Added vines. 2011-09-11 15:31:32 -04:00
Andrew Chin
4701490c3e Fixed lighting and rotation issues for new stairs 2011-09-11 11:44:53 -04:00
Alejandro Aguilera
d7bb11b2b4 Added glass panes and iron bars. Is not marvellous, but it works! 2011-09-11 15:15:53 +02:00
Aaron Griffith
e67dd9ba6e incremented extension version for RMO 2011-09-08 07:49:09 -04:00
Aaron Griffith
fb45fb3dff added label metadata to rendermodes (no more ugly map labels) 2011-09-08 07:34:35 -04:00
Aaron Griffith
bbb2a3943e re-fixed cave mode lighting problems (no longer slows down lighting mode itself!) 2011-09-08 07:07:43 -04:00
Aaron Griffith
bc138ac859 created a distinct 'hidden' function 2011-09-07 17:16:43 -04:00
Aaron Griffith
43629e928b Merge branch 'master' into rendermode-options
Conflicts:
	overviewer.py
2011-09-06 10:29:15 -04:00
Alejandro Aguilera
33e85743f2 Fix black dotted lines in night rendermode.
Also reduces the night rendermode render time by a 10% and increses the lighting rendermode render time by a 5% (globally it reduces the render time).
2011-08-28 12:18:51 +02:00
Aaron Griffith
e800138079 Merge remote branch 'brownan/master' into rendermode-options 2011-08-26 21:06:14 -04:00
Alejandro Aguilera
03f9734039 Bump overviewer extension version 2011-08-23 22:10:20 +02:00
Alejandro Aguilera
8d398864e3 Fix bad handle of both alpha layers being zero in composite.c 2011-08-23 21:37:10 +02:00
Andrew Chin
320f7a178c Fixed lighting issue
If more than one half-step or stair is stacked on top of another, the
bottom steps/stairs will be black in a lighting render.  This is now
fixed
2011-08-18 20:40:36 -04:00
Aaron Griffith
c3a323570d Merge branch 'master' into rendermode-options 2011-08-04 19:30:52 -04:00
Alejandro Aguilera
b86906b931 Use per-face shading for leave block. 2011-08-03 11:24:56 +02:00
Alejandro Aguilera
a2b156c85f Draw ice in the same way is done with water and glass and shade it like water. 2011-08-03 11:24:56 +02:00