Fixes twisted vines not connecting properly when grown via
bonemeal by a player.
In general, look at making this logic more robust (i.e properly handling
cases where a captured entry is overriden) - but for now this will do.
Crystals can end up in a bad state in certain conditions which causes
an exception on the expected number of crystals going negative.
This ensures the crystals/pillars are in expected state when the dragon spawns.
Restores vanilla like behavior where neighbor chunks have less priority than the source chunk.
This resolves the issue where teleporting sometimes has the chunk your arriving in slow to send.
Also improves light tasks to always process tasks when tasks from the current priority level are collected
instead of bundling them.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
2a3ca137e SPIGOT-6175: Fix generating loot tables for entities
The maps did convert successfully, but had noisy logs due to Spigot
implementing this logic incorrectly.
This stops the spam by converting the old format to new before
requesting the world.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
1f4693a8 SPIGOT-6168: Fix error with Player.getBedSpawnLocation when world is unloaded while server running
On servers with plugins that constantly churn through scoreboards, there is a risk of degraded GC performance due to the number of scoreboards held on by weak references. Most plugins don't even need the (vanilla) functionality that requires all plugin scoreboards to be tracked by the server. Instead, only track scoreboards when an objective is added with a non-dummy criteria.
This is a breaking change, however the change is a much more sensible default. In case this breaks your workflow you can always force all scoreboards to be tracked with settings.track-plugin-scoreboards in paper.yml.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
aa8206a85 SPIGOT-6130: Fix API loot table generation with certain contexts
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Spigot Changes:
988b4119 SPIGOT-6164: Allow disabling all advancements in a namespace
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
5c77bd28 SPIGOT-6147: InventoryCloseEvent does not fire after closing player inventory
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
5da21f87 SPIGOT-6152: End exit gates in custom ends do not send back to overworld
1ee373fe SPIGOT-6157: Crash when PortalCreateEvent cancelled
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
a339310c#755: Fix NPE when calling getInventory() for virtual EnderChests
2577f9bf Increase outdated build delay
1dabfdc8#754: Fix pre-1.16 serialized SkullMeta being broken on 1.16+, losing textures
This reverts commit 9efe071062.
Issues have been found post merge that sadly no one discovered during test builds.
Reverting for now until we can identify the issue and do another test round.
Trying to solve random hangs we've seen, ensuring that this part of code isnt the culprit
also fixing a vanilla bug reportedby PhiPro where tickets are released too early
hoping this reduces amount of incorrect light issues.
This greatly improves performance as it drastically reduces the amount
of Entities and Tile Entities that are "registered" into the world, as
purely "cached" chunks will no longer have their entities hanging out in the world.
Additionally this fixes our Entity Add To World and Entity Remove From World events
Those events have not been firing correctly since MC changed how chunks work here.
Now the server will only consider a chunk "loaded" if it's got a ticket putting
it at level 33 or lower, which matches the public Bukkit API.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
ccb9614e #548: LivingEntity - add methods for getting/setting invisibility
CraftBukkit Changes:
f8d4da08#743: LivingEntity - add methods for getting/setting invisibility
Spigot Changes:
17d78dbd Rebuild patches
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
da9bb3ea9#753: RecipeIterator#hasNext will now accurately represent if the current iterator has a next item.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
d75d8a38 #549: Add Fluid types / tags
CraftBukkit Changes:
890130b46#746: Add Fluid types / tags
Mojang precaches every single potential rewrite rule that could ever
exist on server startup. This includes rules from all the way back to versions from 6+ years ago.
This is the source of why the server hogs every CPU core at 100% every start.
For anyone who hard resets for updates or has force upgraded their entire world, this
results in completely wasted cpu cycles.
This massive CPU usage also delays server startup time.
We improve this by making "min version to precache" that defaults to a future version
so that no rewrite rules are precached.
someone who expects to be converting a lot chunks could theoretically set
-DPaper.minPrecachedDatafixVersion=<dataVersionConvertingFrom> as a startup
parameter and only build from that point on.
However this will likely never be needed as the server will still run
the same cache logic on demand when it's actually needed. The only
cost would be some delay on the FIRST chunk conversion, but paper already
runs chunk conversions on another thread so this will likely never be
a concern for TPS.
This patch will significantly reduce CPU use on startup, reduce memory usage,
and improve server startup time.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
d5a72960 SPIGOT-6063: ConsoleSender sending extra lines in Java 13+
Spigot Changes:
2740d5ae Rebuild patches
1.16.2 introduced 2 thread pools for Bootstrap vs main we didn't account for.
This also sets Bootstrap priority to be 1 less thread priority too so MC Main threads will always have
more priority specially on servers running multiple instances, since bootstrap tends to use up all CPU.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
91957aa3 #550: Add getHandlerList into ArrowBodyCountChangeEvent
30dc3e37 Update deprecation message for PotionMeta.setMainEffect
CraftBukkit Changes:
6f55306c4 SPIGOT-5794: Only skip interact event if position, hand and itemstack are equal
This is a pretty tiny update with very little changed. Recommended to update
from 1.16.2 ASAP as 1.16.2 is now no longer supported.
Plugins should mostly remain working as the NMS revision did not change.
Previously, Entity Activation Range only applied to the root entity of a vehicle chain.
If that vehicle is active, every entity as it's passenger would then tick.
This creates scenarios where EAR does not apply your desired ranges to passengers.
Additionally, any entity that was a passenger never had its inactiveTick method called
when the parent was inactive, creating behavioral desyncs.
This could of been a source of many villager issues when those villagers were in minecarts
as players commonly do.
Now we will process passengers checking their activation state independently of their vehicle
and if they are inactive, call their inactiveTick() method to ensure state remains consistent.
This also helps improve any desync issues with entity position of passengers too.
This also removes immunity for passenger/vehicles, so it should improve performance
of these minecart villagers too for EAR.
This makes it so entities that are passengers of other entities no longer count in the parents timings, as well as
tracks them as a separate timers per their tick status.
This lets you see how much time is spent in activated entities vs inactive (as inactive still has to do work)
Passengers is also tracked separately so you can identify "Villagers in Minecarts" vs roaming villagers, as
the lack of ability to move can impact their performance characteristics.
This will likely break any plugin that was naughty and directly messed with our internal timings as this
moves the timings to the EntityTypes object, speeding up creation of Entities to no longer store
a timing handler object per entity.
This will also change the output of the entities in timings to use internal ID's instead of class names.
If a plugin is broken by this, shame them for doing bad things. Paper will not fix it, they will have to fix it.