even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even even more patches
This commit is contained in:
parent
437205bba8
commit
de5dbadea0
29 changed files with 139 additions and 9414 deletions
|
@ -1,22 +0,0 @@
|
|||
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
||||
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
|
||||
Date: Sun, 7 Mar 2021 13:15:04 -0800
|
||||
Subject: [PATCH] Do not run raytrace logic for AIR
|
||||
|
||||
Saves approx. 5% for the raytrace call, as most (expensive)
|
||||
raytracing tends to go through air and returning early is an
|
||||
easy win. The remaining problems with this function
|
||||
are mostly with the block getting itself.
|
||||
|
||||
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
|
||||
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
|
||||
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
|
||||
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
|
||||
@@ -0,0 +0,0 @@ public interface BlockGetter extends LevelHeightAccessor {
|
||||
return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), new BlockPos(raytrace1.getTo()));
|
||||
}
|
||||
// Paper end
|
||||
+ if (iblockdata.isAir()) return null; // Paper - optimise air cases
|
||||
FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
|
||||
Vec3 vec3d = raytrace1.getFrom();
|
||||
Vec3 vec3d1 = raytrace1.getTo();
|
Loading…
Add table
Add a link
Reference in a new issue