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[ci skip] updated changelog
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@ -36,6 +36,7 @@ This major version features substantial changes throughout the core, including s
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- `leveldb` is now the primary supported world format. It is inherently faster than region-based formats thanks to better design.
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- Partial chunk saves (only saving modified subcomponents of chunks) has been implemented. This drastically reduces the amount of data that is usually necessary to write on chunk save, which in turn **drastically reduces the time to complete world saves**. This is possible thanks to the modular design of the `leveldb` world format - this enhancement is not possible with region-based formats.
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- Lighting is no longer guaranteed to be available on every chunk. It's now calculated on the fly as-needed.
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- `/op`, `/deop`, `/whitelist add` and `/whitelist remove` no longer cause player data to be loaded from disk for no reason.
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### Logger revamp
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- Many components now have a dedicated logger which automatically adds [prefixes] to their messages.
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@ -763,6 +764,9 @@ This version features substantial changes to the network system, improving coher
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- `World->getName()` -> `World->getDisplayName()`
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- The following API methods have changed behaviour:
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- `World->getChunk()` no longer tries to load chunks from disk. If the chunk is not already in memory, null is returned. (This behaviour now properly matches other `ChunkManager` implementations.)
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- The following methods now throw `WorldException` when targeting ungenerated terrain:
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- `World->getSafeSpawn()` (previously it just silently returned the input position)
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- `World->getHighestBlockAt()` (previously it returned -1)
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- Extracted a unit `pocketmine\world\format\io\FastChunkSerializer` from `Chunk`:
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- `Chunk->fastDeserialize()` -> `FastChunkSerializer::deserialize()`
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- `Chunk->fastSerialize()` -> `FastChunkSerializer::serialize()`
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