Don't stupidly recalculate renderType lookup table for each section
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@ -198,10 +198,6 @@ class SectionUpdate(object):
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# 2: item?
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# 2: item?
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# 3: block model
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# 3: block model
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self.renderType = numpy.zeros((256*256,), 'uint8')
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for block in self.blocktypes:
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self.renderType[block.ID] = block.renderType
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@property
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@property
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@ -284,10 +280,9 @@ class SectionUpdate(object):
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def blocktypes(self):
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def blocktypes(self):
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return self.chunkUpdate.chunk.blocktypes
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return self.chunkUpdate.chunk.blocktypes
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@lazyprop
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@property
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def blockRenderTypes(self):
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def renderType(self):
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blockRenderTypes = self.renderType[self.Blocks]
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return self.chunkUpdate.updateTask.renderType
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return blockRenderTypes
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@lazyprop
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@lazyprop
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def exposedBlockMasks(self):
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def exposedBlockMasks(self):
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@ -5,6 +5,7 @@ from __future__ import absolute_import, division, print_function, unicode_litera
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import logging
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import logging
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import sys
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import sys
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import collections
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import collections
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import numpy
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from mcedit2.rendering.layers import Layer
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from mcedit2.rendering.layers import Layer
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from mcedit2.rendering import chunkupdate, scenegraph
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from mcedit2.rendering import chunkupdate, scenegraph
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@ -56,6 +57,10 @@ class SceneUpdateTask(object):
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self.textureAtlas = textureAtlas
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self.textureAtlas = textureAtlas
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self.renderType = numpy.zeros((256*256,), 'uint8')
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for block in self.worldScene.dimension.blocktypes:
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self.renderType[block.ID] = block.renderType
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overheadMode = False
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overheadMode = False
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maxWorkFactor = 64
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maxWorkFactor = 64
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