dordsor21
6e49427b26
fix WNA
2020-12-27 21:03:09 +00:00
dordsor21
3c5041ddb7
Fix uploading/download P2 schematics with /plot save|load
2020-12-24 15:47:02 +00:00
dordsor21
b60d9ef6d5
Fix #787
2020-12-23 17:26:26 +00:00
dordsor21
7444c643a1
Switch to IncendoPaster "library"
2020-12-19 16:18:57 +00:00
dordsor21
e08fda0ac2
cache the correct number of blocks for FAWE
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fixes #747
2020-12-17 22:06:32 +00:00
dordsor21
e8f0c0e6ea
allow count to access "full" chunks if counting air
2020-12-17 22:05:32 +00:00
dordsor21
884ec322b8
Ensure chunk sections are reloaded for every edit/chunk read
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Add an option for force-reloading the cached chunk sections when a layer is updated
2020-12-17 22:04:49 +00:00
dordsor21
d379b0af9b
fix //image ane image brush
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fixes #208 and fixes #698
2020-12-17 20:19:54 +00:00
dordsor21
94a14b03b6
fix brush size 0/1
2020-12-17 15:26:17 +00:00
dordsor21
236e3c3f6f
correctly set changes to editsession for line/spline
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fixes #696
2020-12-17 15:02:49 +00:00
dordsor21
b57c472b86
Save the get blocks to the set chunk after history is written when post-processing
2020-12-17 14:09:54 +00:00
dordsor21
f347e0f5f5
update some utility commands
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fixes #557
2020-12-16 19:23:41 +00:00
dordsor21
d5005a04e3
Return air if attempt to retrieve block from outside range
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Fixes #682
2020-12-16 19:08:00 +00:00
dordsor21
aeccce24a9
fix #550
2020-12-16 17:38:15 +00:00
dordsor21
61fd8c0de5
Update generate tree to match upstream
2020-12-16 17:20:33 +00:00
dordsor21
3a3bf7382d
Update block NBT to include the coordinates when saving to history
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fixes #708 and fixes #655
2020-12-16 16:59:16 +00:00
dordsor21
e4709eb6dc
idk why I did &3
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half fixes #769
2020-12-16 12:34:54 +00:00
dordsor21
6676d77aaa
Stop writing corrupt tile entities to schematics
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also make some stuff definitely immutable.
2020-12-13 21:06:36 +00:00
dordsor21
26e3e56988
Don't allow blocks as brushes
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fixes #748
2020-12-11 17:02:54 +00:00
dordsor21
ae39f7bba3
use full chunks for distr and account for __RESERVED__ blocks
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fixes #759
2020-12-11 16:13:09 +00:00
dordsor21
56cf49c167
Send chunks if they're in the paper no-tick-distance
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Fixes #766 and #677
2020-12-11 15:36:42 +00:00
dordsor21
3717351d61
//setbiome should be 3D as well
2020-12-11 12:55:49 +00:00
dordsor21
ff7c972ea6
Don't try to be clever with bitwise
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Fixes #769
2020-12-11 12:55:38 +00:00
dordsor21
be44e1449c
remove mutability in clipboards (particularly clipboard pattern)
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fixes #776
2020-12-11 11:34:56 +00:00
dordsor21 and GitHub
c6ef1bc1de
Full support for 3D biomes ( #714 )
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* Full support for 3D biomes
Since we're only supporting 1.15+ there's no need to try anything other than compatibility
* this is not part of the PR
* Clipboards should still always be y 0 for biomes
(this "bug" has existed for ages)
2020-10-22 22:18:16 +01:00
dordsor21 and GitHub
5508b415c9
Allow nullable BukkitPlayers for whatever reason WorldGuard needs them for I guess? ( #706 )
2020-10-14 19:56:16 +01:00
0c9f00b6ba
Update worldedit-core/src/main/java/com/sk89q/worldedit/regions/EllipsoidRegion.java
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Co-authored-by: NotMyFault <[email protected] >
2020-10-08 21:15:48 +01:00
dordsor21 and GitHub
5b97c0abcd
Several fixes to actual, probable and possible synchronocity issues ( #691 )
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* Several fixes to actual, probable and possible synchronocity issues
- Ensure that all edits are queued onto the same AsyncNotifyQueue by actually delegating to the parent player in PlayerProxy
- Ensure that the order editsessions are being remembered on the LocalSession is being respected by using a fair ReentrentLock
- Ensure a chunk cannot be called when an update is being called
* Don't add locks to GetBlocks
2020-10-08 21:15:05 +01:00
dordsor21
2c27b9c02a
Correctly queue edits
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Synchronising on the LocalSession ends up being dangerous as it's a craftbukkit thread, leading to blocking issues if something goes wrong in an edit, made worse by the fact craftbukkit threads like to interfere with each other sometimes, and also cause OOMs and hanging when there are too many of them.
2020-10-08 10:53:57 +01:00
dordsor21
70c40ae077
Merge branch 'main' of github.com:IntellectualSites/FastAsyncWorldEdit into main
2020-10-07 15:53:09 +01:00
dordsor21
def986710f
Remove deep synchronisation that is a very plausible cause of circular locking.
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This may be a fix for #685
2020-10-07 15:52:48 +01:00
dordsor21 and GitHub
b06d943f7c
There's no need to duplicate everything when copying the intersection masks, as the Set and array should be the same. ( #680 )
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* There's no need to duplicate everything when copying the intersection masks, as the Set and array should be the same.
* do the same for Union mask
2020-10-04 19:49:45 +02:00
dordsor21
fc606ff5ff
use concurrent hashmap for thread processor cache
2020-10-04 18:34:15 +01:00
dordsor21
1f02287caa
trim get where chunk SET is remembered from a previous session
2020-10-03 15:53:49 +01:00
dordsor21
88e64a0632
Simplify further as using ConcurrentHashMap
2020-10-01 17:08:29 +01:00
dordsor21
197e08a937
use ConcurrentHashMap
2020-10-01 16:48:02 +01:00
dordsor21
40717c23c4
If extent is world when pasting clipboard, cretae editsession
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fixes #583
2020-10-01 15:02:34 +01:00
dordsor21
987ab7d2b6
reduce the amount of synchronisation/locks being used unneecessarily and add nullcheck
2020-10-01 14:33:34 +01:00
dordsor21
318eca364d
We ought to always clear (close) the clipboard on logout
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Fixes #672
2020-09-30 10:56:07 +01:00
dordsor21
13cfd638d6
Fix incorrtect field references
2020-09-29 10:11:29 +01:00
dordsor21
6332b8c965
This ought to be false by default for now
2020-09-28 11:18:16 +01:00
dordsor21 and GitHub
82bcc0e9a5
Allow "post processing" of chunks ( #658 )
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* begin allowing "post processing" of chunks
- restores legacy capability to continue saving edits in the background after sending the chunks
- speeds up the edit clientside
- nail in the coffin of the terrible and staticly coded coreedit
- We should totally make IronGolem work so Core* is no longer used by anyone
* begin allowing background history saving
* Handle post processors in queues properly
* Use futures for postprocessing so we're not waiting for them needlessly
* better use of closed boolean
* Reword
2020-09-28 11:13:02 +01:00
dordsor21
bd4a3a3efd
Fix inconsistency with legacy regarding loading schematics from URL
2020-09-26 22:20:47 +01:00
dordsor21
68deed1469
schematics are just fun
2020-09-26 21:56:38 +01:00
dordsor21 and GitHub
1766c62278
Attempt to recover from incorrectly-extensioned schematic reads ( #660 )
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* Attempt to recover from incorrectly-extensioned schematic reads
- Should help avoid #605 (I'm assuming this is the issue)
- Possible issues with the InputStream being closed/pre-read or so? Thoughts:?
* more verbose checking in the first place
2020-09-25 15:15:00 +01:00
dordsor21 and GitHub
65747bf8f8
accessing clipboards should not be synchronized to LocalSession ( #653 )
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* accessing clipboards should not be synchronized to LocalSession
I believe this may be the issue causing thread locks when wrapping new players. If we're attempting to run a synchronised method within the LocalSesison when initialising it, it may go wrong..?
* nullcheck within synchronisation
2020-09-25 15:02:09 +01:00
dordsor21 and GitHub
855389c785
Allow parallelisation of masks ( #636 )
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* Allow parallelisation of masks
Increasing performance improvement with increased masking complexity and edit size.
* Address comments
- Rename Mask#clone to Mask#copy
- Rename Mask2D#copy to Mask2D#copy2D
- Correct formatting
* cx -> centerX
* Make various operations relying on a single SingleThreadQueueExtent instance (mainly brushes) thread safe
2020-09-25 15:00:42 +01:00
dordsor21
5e67c1b658
Squash errors and debug to aid fixing #652 properly
2020-09-22 11:34:45 +01:00
dordsor21
3b660756f6
Fix #647
2020-09-21 17:10:33 +01:00
dordsor21
845c32bd18
Fix #639
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looks like we too speedy
2020-09-19 20:46:46 +01:00
dordsor21
be0e33746c
Ensure the block actually can be waterlogged when checking for waterlogged status.
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Fixes #632
Fixed #633
2020-09-19 16:54:42 +01:00
dordsor21
aed6807eb2
comment
2020-09-18 18:54:14 +01:00
dordsor21
cf750ba00c
Correct tag name for writing and add compatibilty for created corrupt schematics
2020-09-18 18:31:42 +01:00
dordsor21
9c34702a47
Correct tag name for tile entities
2020-09-18 18:29:36 +01:00
dordsor21
218f570cb1
Fix LimitExtent and processing of Plot regions
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Fixes #627
Fixes #609
2020-09-18 17:40:55 +01:00
dordsor21
fc91c3b56e
Clone mutable regions given to clipboards
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Fixes #630
2020-09-18 15:02:25 +01:00
dordsor21
8e8bd810b5
Relight after completing P2 operations
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teporarily fix #629
2020-09-18 12:38:17 +01:00
dordsor21
7375827844
implement getBiome(BlockVector3)
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fixes #622
2020-09-18 11:52:49 +01:00
dordsor21
07a5ef5ab4
Fix incorrect x/y/z stuff;
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Fixes #616
Fixes #614
2020-09-14 20:17:55 +01:00
dordsor21
3d2052b0c8
Better skylight handling and fix opacity on materials
2020-09-14 18:33:35 +01:00
dordsor21
d6c9a887ac
Fixlighting now also calculates heightmaps
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Fixes #386 and #438 seems fixed, but that might be something else that fixed?
2020-09-14 14:19:23 +01:00
dordsor21 and GitHub
4243e8e86b
Begin working on improved lighting to better match 1.14's "new" light… ( #611 )
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* Begin working on improved lighting to better match 1.14's "new" lighting engine
I guess the "new" lighting engine is somewhat old now lol
Also implement the remove first stuff to fixlight
* And then make it work
2020-09-13 15:36:36 +01:00
dordsor21
a8f53d6414
Use correct trustEdges value
2020-09-11 17:24:02 +01:00
dordsor21
72269e08e6
Force sync teleports with trySetPosition
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Fixes #542
2020-07-24 20:29:08 +01:00
dordsor21
d3ff4131a3
Fix incorrect light array reference.
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Possibly fixes #531 and #535
2020-07-24 20:21:05 +01:00
dordsor21
28837c7106
Fix P2 clear area
2020-07-24 11:42:33 +01:00
dordsor21
eb9ed098bb
use z not x
2020-07-11 12:41:33 +01:00
dordsor21
ef58cf567b
Clean up P2 v5 hook a little.
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Should be a good step at removing any OOBs and incorrect-height-sets
2020-07-11 12:39:27 +01:00
dordsor21
33b2b634ac
Allow specific P2 queue hooks to be disabled
2020-07-09 22:14:24 +01:00
dordsor21
704e76eb6d
Fixes #519
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Use regex for finding colour codes
Merge styles rather than replacing and undoing our work sometimes.
2020-07-04 14:15:49 +01:00
dordsor21
d92cded832
add biomes, and do it all at once using a clipboard. Crude, but eh
2020-07-04 12:45:00 +01:00
dordsor21
77204df3f0
prevent players being teleported down a single block after some edits
2020-07-03 16:56:20 +01:00
dordsor21
e2ab87cc07
lazy //deform AIOOB fix.
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Fixes #495
2020-07-03 16:45:28 +01:00
dordsor21
f7d375c76c
Lazy heightmap range fix
2020-07-03 16:29:27 +01:00
dordsor21
9e25c736a0
Add new blocks to BlockTypes
2020-07-03 14:12:43 +01:00
dordsor21
2812841481
Add -p flag to //drain to allow kelp and watergrass to be removed.
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properly fixed #464
2020-07-03 14:01:16 +01:00
dordsor21
ea7897934f
Implement ability to use -w flag on //drain
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fixes #464
2020-07-03 13:49:17 +01:00
dordsor21
63bc151f6c
Hopefully allow for unloaded world to be referenced after GC.
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Possibly fixes #504
2020-07-03 13:27:26 +01:00
dordsor21
fae528ab64
add a couple more changes++
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Fixes #508
2020-07-03 13:18:09 +01:00
dordsor21
f1d4104480
Bunch of changes to help masks
2020-07-02 22:09:12 +01:00
dordsor21
18c9da372c
GetBlocks should default to air not reserved
2020-07-02 18:16:15 +01:00
dordsor21
b58877a57b
Use BlockType not BlockState
2020-07-02 14:51:09 +01:00
dordsor21
d3afc9c65d
Update to p2 5.12.2 and implement clear pipeline
2020-07-02 14:34:05 +01:00
dordsor21
ce406e404b
We shouldn't be setting REGENERATIVE_CLEAR to false
2020-07-01 19:46:43 +01:00
dordsor21
3e40f82d9a
fix error on loading for some versions
2020-07-01 15:05:38 +01:00
dordsor21
efc1a888d8
update links, versions, etc
2020-07-01 13:17:19 +01:00
dordsor21
6be429cc96
Lighting:
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- bring fixes to 1.16
- Fix for all lighting where it only set sky lighting if not present, even if it was trying to set block lighting (unlikely to have caused issues as block lighting seems always to be present, but wrong nonetheless)
2020-07-01 12:55:58 +01:00
dordsor21
3b19738ea0
Merge branch '1.15' into 1.16
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# Conflicts:
# worldedit-bukkit/src/main/java/com/boydti/fawe/bukkit/adapter/mc1_16_1/BukkitGetBlocks_1_16_1.java
# worldedit-bukkit/src/main/java/com/boydti/fawe/bukkit/wrapper/AsyncWorld.java
# worldedit-bukkit/src/main/java/com/boydti/fawe/bukkit/wrapper/state/AsyncDataContainer.java
2020-07-01 12:47:04 +01:00
dordsor21
3f3c49c0a8
Looks like working block setting and removal
2020-07-01 12:41:20 +01:00
dordsor21
4ca19acb48
implement 1.16 methods
2020-06-30 13:51:27 +01:00
dordsor21
f84958957c
Fix various lighting issues
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fixes #496
possibly fixes #497
2020-06-30 13:44:26 +01:00
dordsor21
75153d8da8
Fix getLightOpacity
2020-05-27 17:25:03 +01:00
dordsor21 and GitHub
bdc14c10c7
Fix relight and removelight ( #475 )
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* 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
2020-05-27 11:45:08 +01:00
dordsor21
1ff5e7761b
Comment out not working and add TODO
2020-05-27 11:39:23 +01:00
dordsor21 and GitHub
c478e5d4a3
Add built jar location
2020-05-24 13:35:07 +01:00
dordsor21
b1b591f288
PlotSquared-Core again
2020-05-20 09:49:38 +01:00
dordsor21
4e4b812fdd
dum
2020-05-20 09:47:57 +01:00
dordsor21
9085365165
Override P2's /plot set
2020-05-20 09:44:59 +01:00
dordsor21
a6514f8a78
Ultimately the Striped locks will have no affect, even if kinda cool.
2020-05-20 07:58:14 +01:00
dordsor21
fd3604beba
replace synchronisation with Striped access semaphore locks
2020-05-18 16:52:33 +01:00