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Don't overwrite history during changes.
Fixes issues with some changes not being undone. I mean, the sphere algorithm needs to not set blocks 20 times, but other things can trigger this too. Also allow radius 0 sphere via //sphere (because /br sphere allows it).
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@ -162,13 +162,13 @@ public class GenerationCommands {
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final double radiusX, radiusY, radiusZ;
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switch (radii.size()) {
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case 1:
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radiusX = radiusY = radiusZ = Math.max(1, radii.get(0));
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radiusX = radiusY = radiusZ = Math.max(0, radii.get(0));
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break;
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case 3:
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radiusX = Math.max(1, radii.get(0));
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radiusY = Math.max(1, radii.get(1));
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radiusZ = Math.max(1, radii.get(2));
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radiusX = Math.max(0, radii.get(0));
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radiusY = Math.max(0, radii.get(1));
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radiusZ = Math.max(0, radii.get(2));
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break;
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default:
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@ -205,7 +205,7 @@ public class GenerationCommands {
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@Arg(desc = "The density of the forest, between 0 and 100", def = "5")
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double density) throws WorldEditException {
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checkCommandArgument(0 <= density && density <= 100, "Density must be between 0 and 100");
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density = density / 100;
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density /= 100;
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int affected = editSession.makeForest(session.getPlacementPosition(player), size, density, type);
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player.print(affected + " trees created.");
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return affected;
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@ -55,7 +55,9 @@ public class BlockOptimizedHistory extends ArrayListHistory {
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if (change instanceof BlockChange) {
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BlockChange blockChange = (BlockChange) change;
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BlockVector3 position = blockChange.getPosition();
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previous.add(position, blockChange.getPrevious());
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if (!previous.containsLocation(position)) {
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previous.add(position, blockChange.getPrevious());
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}
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current.add(position, blockChange.getCurrent());
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} else {
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super.add(change);
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