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20503beee5
Messing with game time sent to the client isn't worth the trouble whenever it may be used by the client now and in the future for such a small issue. Mojang, plz fix
23 Zeilen
1.3 KiB
Diff
23 Zeilen
1.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Mar 2021 13:15:04 -0800
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Subject: [PATCH] Do not run raytrace logic for AIR
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Saves approx. 5% for the raytrace call, as most (expensive)
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raytracing tends to go through air and returning early is an
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easy win. The remaining problems with this function
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are mostly with the block getting itself.
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diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
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index 9cf2f046d50a8a0e08189c9b4b5d2f323d1f790d..d1eefa6ef3e9abfe7af4d8310aa64465fa2d5463 100644
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--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
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+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
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@@ -84,6 +84,7 @@ public interface BlockGetter extends LevelHeightAccessor {
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return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), new BlockPos(raytrace1.getTo()));
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}
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// Paper end
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+ if (iblockdata.isAir()) return null; // Paper - optimise air cases
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FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
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Vec3 vec3d = raytrace1.getFrom();
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Vec3 vec3d1 = raytrace1.getTo();
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