Release 4.11.0-BETA2

This commit is contained in:
Dylan K. Taylor
2022-11-13 14:29:59 +00:00
parent 2fcff13578
commit e5bc4deb12
2 changed files with 26 additions and 1 deletions

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@ -65,3 +65,28 @@ Released 7th November 2022.
- Console reader subprocess should now automatically die if the server main process is killed, instead of persisting as a zombie.
- `ConsoleCommandSender` is no longer responsible for relaying broadcast messages to `MainLogger`. A new `BroadcastLoggerForwarder` has been added, which is subscribed to the appropriate server broadcast channels in order to relay messages. This ensures that chat messages and command audit messages are logged.
- `DelegateInventory` now uses `WeakReference` to track its inventory listener. This allows the delegate to be reused.
# 4.11.0-BETA2
Released 13th November 2022.
## Configuration
- The `chunk-ticking.per-tick` setting is now deprecated, and will be removed in a future release.
- The functionality of this setting has been removed, since it caused more problems than it solved.
- Setting it to zero will still disable chunk ticking (for now), but this should now be done by setting `chunk-ticking.tick-radius` to `0` instead.
## Gameplay
- Improved chunk random ticking:
- Removed the limit on chunks ticked per tick, and its associated config option is no longer respected.
- This change significantly improves crop and plant growth with large numbers of players, but may cause higher CPU usage.
- This limit was causing a linear decrease in chunk ticking speed with larger numbers of players, leading to worsened gameplay experience.
- Every chunk within the configured tick radius of a player will be ticked. Previously, chunks were randomly selected from the radius.
- Implemented Darkness effect.
## API
### `pocketmine\world`
- The following new API methods have been added:
- `public World->getChunkTickRadius() : int` - returns the world's simulation radius
- `public World->setChunkTickRadius(int $radius) : void` - sets the world's simulation radius
## Internals
- Non-arrow projectile damage is now unscaled. Scaling according to velocity is only applied to arrows. This currently doesn't cause any observable change in behaviour, but is required for future additions.