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Update Readme and enhance code to deal with imperfect map data #97
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By catching and logging out errors here in the loop, I am able to log exactly which chunk failed, aiding in fixing maps or debugging code.
Either texture issues or map corruption often causes failures in getting textures. Previously this would result in entire chunks being unrendered and it was difficult to figure out why. By catching the failures here, it is easy to see exactly which block is causing issues. It also allows the chunk to continue to render with one missing block, instead of the entire chunk being blank.
Often a missing texture is actually a bad block in a map. This makes it easier to find those blocks and remove them.
Apparently, at least in my map, stone_slab_type 2 is labeled "wood".
I found two block in my world: invisibleBedrock and movingBlock that were failing to render and causing "black holes". invisibleBedrock is something one can get via a command stick into the world. It is essentially what it says. I'm not sure what movingBlocks are. Possibly the result of a bug in old versions. I have marked both with a structure_void block that gives a red block around the spot, and also set them to transparent so you an see the terrain under them.
For whatever reason, my map was missing the required data fields on many blocks. I have updated the code to handle this missing data gracefully and render a "default" variety of the given block in each instance without crashing or complaining.
I've rendered a very large map with these changes and it works beautifully! Thank you so much for this amazing tool. |
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The current revision of the code will not build with .NET Core 3.0, but 3.1 works, and that is the current LTS anyway.