Andrew Brown
e66e55484f
declare this var at the beginning of the function
2012-02-27 23:40:31 -05:00
Aaron Griffith
8b28e42c8d
Merge branch 'rewrite' into anvil
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Conflicts:
overviewer_core/src/overviewer.h
overviewer_core/tileset.py
overviewer_core/util.py
overviewer_core/world.py
2012-02-26 19:39:58 -05:00
Aaron Griffith
5d50f35ac1
broke out background-clearing code from base overlay primitive
2012-02-26 11:52:43 -05:00
Aaron Griffith
2b7af1886a
overlays converted into render primitives
2012-02-26 11:39:07 -05:00
Aaron Griffith
9f90c02297
removed another bit of code that assumes the ceiling is at 128
2012-02-26 09:18:39 -05:00
Aaron Griffith
414b754e24
biomes now work, still no swamp purple though
2012-02-22 04:14:44 -05:00
Aaron Griffith
4ac7c1222a
lighting and smooth lighting updated for anvil
2012-02-21 15:51:34 -05:00
Aaron Griffith
c5f2077d51
edge-lines and nether primitives in working order
2012-02-21 15:05:00 -05:00
Aaron Griffith
a8c298fe4e
depth-tinting, depth, and height-fading render primitives fixed for anvil
2012-02-21 14:49:37 -05:00
Aaron Griffith
136ea70281
all sections now loaded for each chunk, cave mode now works
2012-02-21 14:22:52 -05:00
Aaron Griffith
a0d584bba6
Base render primitive now draws correctly (no biomes yet though)
2012-02-21 02:42:42 -05:00
Aaron Griffith
a1dacfa994
added back biome colors, and misc. cleanup in world.py
2012-02-08 15:25:22 -05:00
Aaron Griffith
302e1d592a
Merge branch 'master' into rewrite
2012-02-06 21:41:11 -05:00
Andrew Brown
ff3bfceef7
more C code fixes. Activated caching.
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Also removed some code that I accidentially left in.
Also added a traceback printing decorator around get_chunk() because the
C code can potentially swallow those exceptions.
2012-01-17 21:52:01 -05:00
Andrew Brown
bbe105ead7
Fixes segfaults in the C extension
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This should have been part of 70ef0af0 but I didn't catch these.
2012-01-16 22:00:44 -05:00
Andrew Brown
70ef0af00c
modified C extension for get_chunk() raising exception on not found
2012-01-16 01:59:16 -05:00
Aaron Griffith
16fec5085e
converted smooth-lighting into a primitive
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for the first time ever, smooth-lit cave mode is now possible \o/
2012-01-08 22:49:20 -05:00
Aaron Griffith
ae88b6e27b
converted lighting mode into a primitive
2012-01-08 22:31:41 -05:00
Aaron Griffith
c93715ebfa
migrated cave mode into cave and depth-tinting primitives
2012-01-08 18:29:32 -05:00
Aaron Griffith
30c4bb26c3
default values for options are now specified alongside their definitions
2012-01-08 01:09:43 -05:00
Aaron Griffith
a682b8a689
broke out nether, heightfading, depth, and edgelines from base primitive
2012-01-08 00:08:16 -05:00
Aaron Griffith
e3610f8ac5
moved to a layer-based rendermode system, moved normal mode to base primitive
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options are now handled partially in the python side, in rendermodes.py
2012-01-08 00:08:16 -05:00