NotMyFault
c689b4e5d2
Update Upstream
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acd63daddf7b45ce2b7699bc85ae88e0aa4433e9: Slightly improve usability of LocalSession#getSelection.
Co-Authored-By: wizjany <568161+wizjany@users.noreply.github.com>
2021-03-26 10:11:26 +01:00
NotMyFault
4af7316118
Remove freebuild regions ( #991 )
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* Remove freebuild regions
* Remove configuration option of freebuild
Co-authored-by: Matt <4009945+MattBDev@users.noreply.github.com>
2021-03-25 08:40:09 +01:00
NotMyFault
51487135bb
Adding a try-catch for some edge scenario Fawe failing to grab Mojang assets
2021-03-22 18:17:46 +01:00
dordsor21
d224d6ea32
Add synchronization to CharBlocks ( #963 )
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similar to ChunkHolder, it represents an internal chunk for which operations should not be accepted by multiple threads at once.
Co-authored-by: NotMyFault <mc.cache@web.de>
2021-03-15 18:33:21 +00:00
Hannes Greule
20424b081c
Allow none
as image in height brush, fixes #969
2021-03-14 22:00:05 +01:00
Hannes Greule
d974164204
Switch from PropertyKey enum to class ( #971 )
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* Switch from PropertyKey enum to class
* Fix generic toArray
2021-03-14 19:38:11 +00:00
NotMyFault
bc64eaff1c
Merge upstream
2021-03-13 10:59:17 +01:00
NotMyFault
6476345e44
Implement missing methods
2021-03-12 12:23:44 +01:00
NotMyFault
5acd1d7b95
Improve note about loading invalid schematics via FSR and SSR
2021-03-08 16:34:16 +01:00
NotMyFault
99ea64fa4e
Add a couple of permissions
2021-03-06 20:22:39 +01:00
dordsor21
7a0dc39eb7
Apply a lot of synchronization to ChunkHolder ( #941 )
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This is basically the main "chunk" class for internal FAWE. Chunk operations should (and are) almost always single-threaded operations, however, under certain circumstances it is possible for the chunk to be "called" (flushed: written to the world and sent to the player) from a separate thread. This would specifically occur from SingleThreadQueueExtent when there are a lot of chunks being loaded in memory by FAWE (where the chunk would then be submitted to a multi-threaded queue). It would therefore be possible for a thread accessing the chunk to attempt to access it in the middle of the call, which can lead to a number of issues, and it is my opinion that the most frequent of these is the NPE seen during lighting operations, where new chunks can be accessed/loaded very quickly, increasing the likelihood for the aforementioned synchronisation issue to occur.
Co-authored-by: Matt <4009945+MattBDev@users.noreply.github.com>
2021-03-03 15:26:00 +01:00
NotMyFault
0b65533294
Show a message with install instructions when running the jar file
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Co-Authored-By: Matthew Miller <mnmiller1@me.com>
2021-02-25 22:58:17 +01:00
NotMyFault
4a6af7182a
Improve per-player schematic declaration
2021-02-22 10:47:34 +01:00
Aurora
e550189cb8
Add more debug output to find a error ( #924 )
2021-02-19 20:19:19 +01:00
NotMyFault
80b6a100e8
Switch to vanity url
2021-02-16 23:49:04 +01:00
NotMyFault
eead11f32a
Fixes #265
2021-02-08 13:20:56 +01:00
dordsor21
5f83643d88
Couple of command fixes
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fixes #899
2021-02-05 23:20:15 +00:00
NotMyFault
3df080abe4
Add note if clipboard >= Integer.MAX_VALUE
2021-02-05 13:21:15 +01:00
NotMyFault
ac16c9a2ba
Minor upstream merge
2021-02-03 23:08:39 +01:00
NotMyFault
3e37a66a12
Leave a better note about EOL versions
2021-02-01 22:40:27 +01:00
dordsor21
287aa9dd8b
Remove bad default copy method in AbstractMask
2021-01-28 14:23:00 +00:00
dordsor21
485781f711
Merge branch 'main' of github.com:IntellectualSites/FastAsyncWorldEdit
2021-01-28 13:13:10 +00:00
dordsor21
781f39f71a
Properly define /ore arguments
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Fix #885
2021-01-28 12:54:55 +00:00
N0tMyFaultOG
9cfcaa7605
Improve texture util if version is missing
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This could defo be done cleaner, but it works for now.
2021-01-21 20:20:09 +01:00
N0tMyFaultOG
1c4339ce1c
Replace dead links
2021-01-20 13:56:19 +01:00
dordsor21
c218743fa8
Fix some coordinate errors
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- Fixes WorldGuard weirdness
- Fixes #860
2021-01-18 15:37:14 +00:00
dordsor21
798b4cdd4e
Fix #806
2021-01-15 20:16:46 +00:00
dordsor21
b450a0af80
Fix confirm for some commands that give AutoValue_CommandParametersImpl from the getgo
2021-01-14 20:08:43 +00:00
dordsor21
b18c646bce
AbstractExtentMasks should have the correct extent.
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- Fixes #843
2021-01-14 16:54:38 +00:00
dordsor21
fa69c79160
lock when editing the chunks cache in SingletThreadQueueExtent
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- Long2ObjectLinkedOpenHashMap is not thread-safe and should not be used from multiple threads at once
- Fixes #851
2021-01-14 15:42:38 +00:00
dordsor21
3034419918
Send before history is safe
2021-01-14 14:48:13 +00:00
dordsor21
3136fb460b
Revert "actually delegate in AbstractDelegateExtent"
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This reverts commit 761d05ac19
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2021-01-14 14:39:50 +00:00
dordsor21
761d05ac19
actually delegate in AbstractDelegateExtent
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fixes #843
2021-01-14 14:38:37 +00:00
dordsor21
af34bd4e57
the material seems to hold state data for some reason.
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- This requires a more complicated fix. Reverting this change for now
2021-01-14 13:42:37 +00:00
dordsor21
5e1289494e
Delegate to blocktype for obtaining a BlockState's material
2021-01-14 12:45:11 +00:00
dordsor21
ac73478827
Fix bad/needless code
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- Fixes #852
2021-01-14 12:39:57 +00:00
dordsor21
fd1ed63703
Don't confirm twice every time
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- I channelled my inner Jesse on this one.
2021-01-13 23:50:29 +00:00
dordsor21
05d7558873
Don't print stack trace of FaweExceptions from submitted chunks
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Addresses #353
2021-01-13 20:30:22 +00:00
dordsor21
be9866ddb3
Fix a lot of FAWE-freezing properly
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- Add a "loadPrivately" method to be used when GetChunks are called to avoid synchronocity issues with super classes being used on different threads
- Synchronise the call method so we're not attempting to call whilst also loading/updating
2021-01-13 19:02:51 +00:00
dordsor21
e94e3b7b05
Only forcefully submit a chunk if we hold the monitor.
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- Properly ensures we don't try to submit chunks that already have a monitor (prevent the FAWE-freezing)
- We can't detect if "no" threads hold the chunk's monitor, but equally that would also be kinda very bad practice.
2021-01-13 18:18:25 +00:00
dordsor21
eaa9872294
Revert this for now as it had unintended consquences
2021-01-13 17:36:50 +00:00
dordsor21
97209d5680
better locking of lighting and use correct method for relight without removing first
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Fixes #847
2021-01-13 17:24:14 +00:00
dordsor21
b066ca8349
only relight blocks that have light
2021-01-13 17:10:08 +00:00
dordsor21
b1e8c6c3ba
Synchronizing on accessing a lock is pointless.
2021-01-13 17:09:44 +00:00
dordsor21
b4d7562b87
Looks like automagical relighting ( #838 )
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Fixes #686
2021-01-11 19:29:16 +00:00
dordsor21
74a2f02003
put MCEdit before sponge and query by file extension.
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Massively reduces loading time a few addon plugins that are literally only trying to get the format of a schematic
2021-01-11 16:02:50 +00:00
dordsor21
ddb41a9669
With "queueing" enabled, FAWE may start attempting to place chunks before the operation is finished.
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This is unnacceptable for recursive operations, thus the queue should be disable in these cases
Fixes #842
2021-01-11 15:06:55 +00:00
dordsor21
fa8660c7a9
More verbosely check for "scaled" in AffineTransform and override all required methods in BlockTransformExtent
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- fixes #462
2021-01-11 14:21:56 +00:00
dordsor21
5903178c53
Fix rotate/flip applying in the wrong order
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- pretty cheat fix, but it reverts to legacy FAWE behaviour
2021-01-11 13:18:24 +00:00
dordsor21
ae6a1f1be4
Correct rounding bevhaviour for Vector3 -> BlockVector3
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- fixes #512
2021-01-10 20:49:38 +00:00