- Very basic implementation of the SideEffects system. Will definitely need fine tuning for it to be functional, but is not considered a priority in my opinion.
- Minor changes to the World interface and World implementations related to the SideEffects system. Shouldn't be the cause of any new bugs but be on the lookout.
- Included debug in BukkitImplLoader.java to assist contributors in understanding what needs to be implemented for the adapter to load properly.
Still very WIP but we're a few steps closer. So far, this is coming along better than I anticipated. Hopefully we can keep the momentum.
- Very basic implementation of the SideEffects system. Will definitely need fine tuning for it to be functional, but is not considered a priority in my opinion.
- Minor changes to the World interface and World implementations related to the SideEffects system. Shouldn't be the cause of any new bugs but be on the lookout.
- Included debug in BukkitImplLoader.java to assist contributors in understanding what needs to be implemented for the adapter to load properly.
Still very WIP but we're a few steps closer. So far, this is coming along better than I anticipated. Hopefully we can keep the momentum.
* Start work on lighting engine (does not build)
* Implement getLighting
* Setting, flushing light etc works. Getting light should be working..?
* Better queue/chunk handling
* Use correct location for lighting update
* Correct set location, remove debug
* cleanup a little
* Fix fixlight
* Apply to all versions for the numpties
* Remove lighting extent if not using
* Actually bitmask blocks when setting in chunks
* Initialise Maps and Dequeues with inital size
* format
* Documentation maybe
- You had to specifically use //schem load <schematic>.schematic mcedit to load legacy schematics, now if you're loading .schematic it assumes you're wanting mcedit format
- If you end up attempting to load an mcedit schematic with the sponge reader it now throws an exception.
* Add compatibility handlers for beds and banners
* IntTag#getValue does not return null so do not check that
(cherry picked from commit 53ac21aa8723d71040d580902cfeae551a9cabf6)
* Use custom radix sort for ordering blocks
* Licenses :P
* Fix ordering, add test for it
* Grant Gradle more memory (thx Fabric)
* Increase (?) / Specify memory for core tests
* Many attempts at fixing OOM
(cherry picked from commit bb013aa89b8457c4649e2546eef0aa94b9fc4020)
Turns out the FilterBlock's getOrdinal value is from the "get", and does not share the same reference as setOrdinal, whose value is from the "set", would modify.
Because of this, even if #getOrdinal returns 0, we still must update the set with 0 by #setOrdinal.
refactor some region dependencies
swithc masking extent to a filter (so it can be parallelized)
Some unfinished refactoring of the filters
remove piston messages from strings.json
* Fix flipping of chests and stairs
* Check if the new property value is valid before updating
* Only for horizontal flips double chests/stairs should be modified