34 lines
2.1 KiB
Text
34 lines
2.1 KiB
Text
Add Timings to LevelTicks and EntityTickList
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Check IBlockDataList#GLOBAL_PALETTE
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Check if PlayerNaturallySpawnedEvent is called correctly
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Make sure fluids aren't completly fucked, there may be more sync loads to nuke there as well
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Improve Server Thread Pool and Thread Priorities: mojang added a max thread count property
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Use Vanilla Minecart Speeds: is this needed?
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Handle Oversized Tile Entities: make sure impl is correct
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0467-Optimize-WorldBorder-collision-checks-and-air check first hunk that has been removed
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Double check if seed based feature search is still needed, since Vanilla is fast as fuck, boiiiii
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Not sure where this needs to go, if anywhere
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diff --git a/src/main/java/net/minecraft/world/phys/shapes/Shapes.java b/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
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index 48812329969b7192acd948db974bb77bb546f979..5b1e0ea40dea6c7d787699ed25160c8b75ab3bf3 100644
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--- a/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
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+++ b/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
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@@ -237,7 +237,8 @@ public final class Shapes {
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if (s < 3) {
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mutableBlockPos.set(axisCycle, q, r, p);
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- BlockState blockState = world.getBlockState(mutableBlockPos);
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+ BlockState blockState = world.getTypeIfLoaded(mutableBlockPos); // Paper
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+ if (blockState == null) return 0.0D; // Paper
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if ((s != 1 || blockState.hasLargeCollisionShape()) && (s != 2 || blockState.is(Blocks.MOVING_PISTON))) {
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initial = blockState.getCollisionShape(world, mutableBlockPos, context).collide(axis3, box.move((double)(-mutableBlockPos.getX()), (double)(-mutableBlockPos.getY()), (double)(-mutableBlockPos.getZ())), initial);
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if (Math.abs(initial) < 1.0E-7D) {
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check ChunkHolder#updateFutures async catcher
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leaf: check mid tick chunk task diff in ServerChunkCache
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optimize nearby player lookups - look at patch and updateranges diff in chunkmap (why is it in this patch)
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GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE_SQUARED is unused?
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