* 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
* Replace BlockStates reading with new 1.16 logic
* Account for running on older platforms
Splits out the new reading to AnvilChunk16, uses data version to detect
the appropriate version.
* Move data versions to Constants
Also fixes some logic hiccups that become obvious with the new names.
* Fix LegacyMapper DFU handling
* Fix factor indexing
(cherry picked from commit 8c171f0929e8530aab1731d122649adc58c5161f)
- 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)
First noticed incident of operations ruining ChunkSections. Do not build and use this unless you're testing.
Rushed some of the changes, gotta sleep. Would be nice to get a review of this one from @mattbdev and @dordsor21
This commit will allow the branch to build properly but the plugin will not function properly due to the lack of a proper adapter implementation. Proceeding will require the implementation of the SideEffects system from upstream (865c3a24d2 (diff-8fd33296e427c87d0296ad7f3ccc050a)).
* 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
- Should ensure the server doesn't tick the chunksection while we're editing it
- Basically using the old issue with FAWE breaking block ticking by setting this to zero :)
- Revert back to default FAWE behaviour where placed blocks do not tick by default (until a restart, or another edit is done in the same chunksection without changing the block)
* Increase performance slightly when trimming.
If the chunk section is all one blocks (common in plotworlds) it'll be a nice little boost.
* Cache whether blocks are ticking or not. Greatly reduces the time required to create a palette
* collapse 5 lines to 2.
* Also apply to 14 and 15 for the numpties
* Cleanup
Actually ignore the exception - remove my debug print.
Remove double semi-colon
* Apparently 1.14/15 matter too still.
The main functionality of WorldguardFlag.java was ported to Worldguard.java. This *shouldn't* break functionality of either the Worldguard or WorldguardFlag features, but users should be cautious and provide prompt feedback if any unintended changes are found.
* Fix FAWE killing chunk ticks. Also allow ticking for set blocks.
* Reduce for-loop to being one loop in createPalette
* set the value in the set array and break so we don't continue onwards in the set's ordinal switch statement
- Re-read chunksections the first time they're "loaded" for an operation
- Reset the chunksection if there are block changes when setting blocks via reflection
- These are maybe gonna affect performance a bit? Idk. Seems to be alright for me
- These are maybe gonna make more issues? Yeah maybe, but I couldn't find any