this is only possible since pthreads 5.1 and pmmpthread
the performance cost of this one ThreadSafeArray allocation is 30% of the total cost of allocating an AsyncTask object on Windows, which is enormous.
In past versions we couldn't lazily initialize it, because the object might get destroyed before the main thread had a chance to dereference it, leading to a crash when collecting completed tasks. This is no longer an issue thanks to object rescue behaviour implemented in pthreads 5.1.
I think this is probably OK in terms of thread-safety, as only one thread writes the property.
this is mostly working, but due to some issue with leaf decay, the edges of the larger canopy will decay within minutes.
I don't know why this is yet, but it's likely some incorrect implementation of Leaves causing the problem.
In addition, the secondary branch of acacia may generate next to the base block of the trunk, which I've never observed to happen in vanilla. This has a 2% chance of occurring, so I haven't been able to rule it out yet, but it probably shouldn't happen.
these started to get flattened in 1.19, and rather than dump them in random places in the main function I made a new method, creating placement inconsistencies.
fixes#5810
probably fixes#4986#5810 was caused by the workaround for #4394, which broke in 1.20 for reasons I'm still unclear on.
As FLAG_TELEPORT does not work at all for non-player entities, and causes bugs with player entities, sending the teleport movement without the flag is the least buggy way to solve all of these issues. Having the client interpolate teleport movements is not ideal, but there doesn't seem to be a way to reliably prevent it without causing even more bugs, so this will have to do.