Strip raytracing for EntityLiving#hasLineOfSight
Co-authored-by: Paul Sauve <paul@technove.co>
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959 changed files with 476 additions and 277 deletions
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patches/server/0407-Maps-shouldn-t-load-chunks.patch
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patches/server/0407-Maps-shouldn-t-load-chunks.patch
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Phoenix616 <mail@moep.tv>
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Date: Sun, 7 Jun 2020 21:43:42 +0100
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Subject: [PATCH] Maps shouldn't load chunks
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Previously maps would load all chunks in a certain radius depending on
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their scale when trying to update their content. This would result in
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main thread chunk loads when they weren't really necessary, especially
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on low view distances or "slow" async chunk loads after teleports or
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other prioritisation.
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This changes it to only try to render already loaded chunks based on
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the assumption that the chunks around the player will get loaded
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eventually anyways and that maps will get checked for update every
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five ticks that movement occur in anyways.
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diff --git a/src/main/java/net/minecraft/world/item/MapItem.java b/src/main/java/net/minecraft/world/item/MapItem.java
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index 9b55b04ab2769c6089d16a9c7bc61ca41683559f..7a5e5fa67ed5625cfbe74ba8ea8810095100e836 100644
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--- a/src/main/java/net/minecraft/world/item/MapItem.java
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+++ b/src/main/java/net/minecraft/world/item/MapItem.java
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@@ -134,9 +134,9 @@ public class MapItem extends ComplexItem {
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int j2 = (j / i + k1 - 64) * i;
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int k2 = (k / i + l1 - 64) * i;
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Multiset<MapColor> multiset = LinkedHashMultiset.create();
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- LevelChunk chunk = world.getChunk(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2));
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+ LevelChunk chunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2)); // Paper - Maps shouldn't load chunks
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- if (!chunk.isEmpty()) {
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+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
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int l2 = 0;
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double d1 = 0.0D;
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int i3;
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