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Upstream has released updates that appear 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: 01aa02eb PR-858: Add LivingEntity#playHurtAnimation() 9421320f PR-884: Refinements to new ban API for improved compatibility and correctness 37a60b45 SPIGOT-6455, SPIGOT-7030, PR-750: Improve ban API 4eeb174b All smithing inventories are now the new smithing inventory f2bb168e PR-880: Add methods to get/set FallingBlock CancelDrop e7a807fa PR-879: Add Player#sendHealthUpdate() 692b8e96 SPIGOT-7370: Remove float value conversion in plugin.yml 2d033390 SPIGOT-7403: Add direct API for waxed signs 16a08373 PR-876: Add missing Raider API and 'no action ticks' CraftBukkit Changes: b60a95c8c PR-1189: Add LivingEntity#playHurtAnimation() 95c335c63 PR-1226: Fix VehicleEnterEvent not being called for certain entities 0a0fc3bee PR-1227: Refinements to new ban API for improved compatibility and correctness 0d0b1e5dc Revert bad change to PathfinderGoalSit causing all cats to sit 648196070 SPIGOT-6455, SPIGOT-7030, PR-1054: Improve ban API 31fe848d6 All smithing inventories are now the new smithing inventory 9a919a143 SPIGOT-7416: SmithItemEvent not firing in Smithing Table 9f64f0d22 PR-1221: Add methods to get/set FallingBlock CancelDrop 3be9ac171 PR-1220: Add Player#sendHealthUpdate() c1279f775 PR-1209: Clean up various patches c432e4397 Fix Raider#setCelebrating() implementation 504d96665 SPIGOT-7403: Add direct API for waxed signs c68c1f1b3 PR-1216: Add missing Raider API and 'no action ticks' 85b89c3dd Increase outdated build delay Spigot Changes: 9ebce8af Rebuild patches 64b565e6 Rebuild patches
33 Zeilen
1.9 KiB
Diff
33 Zeilen
1.9 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Phoenix616 <mail@moep.tv>
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Date: Sun, 7 Jun 2020 21:43:42 +0100
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Subject: [PATCH] Maps shouldn't load chunks
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Previously maps would load all chunks in a certain radius depending on
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their scale when trying to update their content. This would result in
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main thread chunk loads when they weren't really necessary, especially
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on low view distances or "slow" async chunk loads after teleports or
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other prioritisation.
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This changes it to only try to render already loaded chunks based on
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the assumption that the chunks around the player will get loaded
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eventually anyways and that maps will get checked for update every
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five ticks that movement occur in anyways.
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diff --git a/src/main/java/net/minecraft/world/item/MapItem.java b/src/main/java/net/minecraft/world/item/MapItem.java
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index 9b55b04ab2769c6089d16a9c7bc61ca41683559f..7a5e5fa67ed5625cfbe74ba8ea8810095100e836 100644
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--- a/src/main/java/net/minecraft/world/item/MapItem.java
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+++ b/src/main/java/net/minecraft/world/item/MapItem.java
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@@ -134,9 +134,9 @@ public class MapItem extends ComplexItem {
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int j2 = (j / i + k1 - 64) * i;
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int k2 = (k / i + l1 - 64) * i;
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Multiset<MapColor> multiset = LinkedHashMultiset.create();
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- LevelChunk chunk = world.getChunk(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2));
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+ LevelChunk chunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2)); // Paper - Maps shouldn't load chunks
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- if (!chunk.isEmpty()) {
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+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
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int l2 = 0;
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double d1 = 0.0D;
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int i3;
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