Once upon a time, these userland functions were faster than calling builtins, but not anymore. According to my test the Math functions are twice slower in PHP 7.2 with typehints and 50% slower without typehints.
Inlining is slightly faster than using builtins, but the difference is very small - not worth making the code look any more ugly than it does already.
this happens when a player respawns before their death animation ends. I don't know why, but their bounding box height suddenly becomes zero. This solves the bug by simply resending the height and width properties to viewers on respawn.
Closes#2135.
This supports vanilla placement of paintings, with overlap and collision checking.
Paintings are removed when a block is placed inside them or if any of their supporting blocks are removed.
As per vanilla, a random painting is chosen from the largest subset that will fit into the given space.
* Revert "Revert bad duct-tape fix that broke lots of other things"
This reverts commit 4a4900e5e7.
Player: Perform respawn actions when joining while dead
This fixes exploits related to #1567 by calling respawn logic on join when the player has zero health.
This is a shitty fix and doesn't solve the actual issues described in #1567, but it's a simple solution for the exploits related to it.
This was a bug in older versions, fixed by 890f72dbf2. However since ALPHA10 this has been moved to the new, strict-ified CompoundTag API, which shits its pants when it encounters a tag of the wrong type.
Closesjojoe77777/Slapper#119
This makes #1567 less exploitable. Now, players who attempt to exploit this bug will get stuck - they won't be able to move or do anything. Not ideal, because they won't be able to respawn either - but it's better than nothing.
Try setting a fire at z = -204, then stand on the edge between -205 and -206.
The coordinates that a BB's corners are encapsulated in are always the floor()ed coordinates
If you stand at -205.0, your BB min is -205.3 and your BB max is -204.7, which then incorrectly tells you that the BB intersects with block -204
because ceil(-204.7) == -204
when you actually are only intersecting with -205 and -206
this is as bad as using (int) to floor integers :kms:
This includes several other changes, including:
- SLOT data properties now accept items directly
- POS data properties now accept floored Vector3s (in future this will be block positions) or null for 0,0,0
- VECTOR3F data properties now accept Vector3s or null for 0,0,0