Open FedUpWith-Tech opened 3 years ago
Feature Description: Basically, I think it would help helpful to add a "layer option" that allows people to see where chunk borders are (and region borders, if zoomed out appropriately), just like there are "markers" "players" and "worldborder" layers. This would mostly just be a visual aid, but could possible help admins/players too with administrative stuff.
Suggestion by @Zorock666 in #3413
This is a feature request and not a bug report.
Are there any plans for supporting HTTP/2? Since browsers have a limit on amount of files allowed per second to be transfered, we're limited to about 5 or 10 transfers per second. Since all tiles are loaded as images, the previous images have to be loaded before it can load new ones. With h2 aka HTTP/2, there is parallelism.
I'm not a Java developer by any means, and I wouldn't even know where to start. I'm using Forge 1.12.2 by the way.
Suggestion by @mortenmoulder in #2741
Feature Description: Instead of continuing to render PNGs in multiple resolutions, take the calculated geometry and render SVG instead.
Suggestion by @JacobWasFramed in #3470
Feature Description: Resource injection from the configuration file e.g. LiveAtlas and Material Dynmap.
index.html
we could replace and append existing resources in it. Replacement would be done with an array of web Dynmap scripts to remove
Suggestion by @SNDST00M in #3472
Feature Description: Dynmap does not support water and grass colors defined by datapacks, even if they are identical to vanilla values.
Suggestion by @galacticwarrior9 in #3438
Feature Description: Store the user's last pinned state for the player list in localStorage. Next time the user opens the page, the player list appears as it did in their previous session.
Suggestion by @SNDST00M in #3485
Suggestion by @elhertz in #3505
Feature Description: Notifications in the browser whenever a new message is received.
Suggestion by @Plutonium-239 in #3530
Feature Description: I want my players to be able to place marker signs within a set:hidden
, which should force the map to automatically ignore any structures they build near those signs, instead rendering the area as if it was in its initial generation state.
/dmarker addcircle radiusx:20 radiusy:20 set:suppressed_updates
, which will cause all block updates affecting the region to be ignored.
Suggestion by @Plecra in #3548
Feature Description: the file name of the face tile is still the player name which can be viewed when looking at web source.
Suggestion by @bloctown in #3549
Updating the Web Interface to so the login button isn't covered by chat in mobiles (or change z, or padding right, or other css workarounds?)
One idea I've had for a long time was something where if you posted a link to a dynmap in discord (or on twitter), it would show the tiles inside of discord.
Think of it like when you post a youtube video link in discord- you get an embed with the actual video in it- in this case, it wouldn't be a video, but a set of images of the given location on a dynmap- I've photoshopped an example of what I am describing below.
Show nether players in the overworld
I had an idea where players in the nether would be visible on the overworld map, and vice versa. There would be a setting in worlds.txt to make it possible to see players from other worlds, and at which scale they would be positioned. These players would have a darker display to indicate they're in another world.
Here's how the worlds.txt setting would look like:
# - showplayersfrom: worldname1 worldname2 etc
# scale: 1:8
So, for the overworld, people could uncomment this to enable the feature:
name: world
# - showplayersfrom: DIM-1
# scale: 8:1
...And for the nether:
name: DIM-1
# - showplayersfrom: world
# scale: 1:8
As mentioned by @JurgenKuyper above, I'll repost it here so its easier to see.
Radius render of map 'flat' of 'world' in progress - 100 tiles rendered (148.97 msec/tile, 105.66 msec per render)
Apologies if this is something that already exists, looking through the wiki I couldn't spot how to set it if so.
Feature Description: Only render tiles that players have visited (i.e., no full render).
Additional context: I guess it's kind of like the playermove
render trigger, but apparently that's crashy at the moment.
Feature Description:
Config option to limit maximum radiusrender radius for public use or restrict by permission value such as dynmap.radiusrender.#
.
Additional context:
https://github.com/webbukkit/dynmap/issues/2912 This would be helpful so I can provide public access to radiusrender to fix outdated or broken tiles near player builds without worrying about someone clogging up the single render task for that world with a huge radius render.
Feature Description:
Some people delete chunks from a world to save storage, either manually or using other plugins like Regionerator. At the moment, after a chunk is deleted, dynmap re-renders the tile for it, and it will show up as black on the map since it does not exist. Would be great if dynmap checks if a rendered tile exists but the chunk doesn't, and then chooses to keep the tile. This way the map will look good and the users also do not have to render that chunk so they keep saving storage space.
Feature Description I would like to only display the biomecolors on my map. Not all blocks placed as I think Dynmap is fun and useful to see where people live, but I don't want my players to see where all the good loot is. (ocean monuments, desert temples and so on)
Example of what I would like the map to be displayed as:
Only render biomecolors
Feature Description I would like to only display the biomecolors on my map. Not all blocks placed as I think Dynmap is fun and useful to see where people live, but I don't want my players to see where all the good loot is. (ocean monuments, desert temples and so on)
Example of what I would like the map to be displayed as:
Already possible, as shown here: https://dynmap-setup.jurgenmk.nl/?worldname=world_shaders&mapname=surfaceam&zoom=0&x=210&y=64&z=-202
This Issue will track all feature requests so that we can close the several dozen individual feature requests threads that would be needed otherwise.
Before submitting a feature request please search this thread to make sure your suggestion is unique.
To submit new requests please submit a new issue All discussion about that feature will take place on that thread, even if it is closed. This thread will function as a vote and hub for requests since there are so many
To vote on a feature request please us the 👍 reaction on each comment to show your interest in that feature being developed.