This reverts commit 8f804f6f342e650156767372bac2d42b55297361.
This change is too disruptive, since popular plugins like
ExtendedBlocks and ExtendedBlocksConverter relied on custom tiles.
Deleting them at this stage would prevent these plugins from working,
making it impossible to upgrade old data.
An alternative solution to this problem will need to be developed.
The old code was allocating 6 Vector3s which were all immediately discarded. In addition, we didn't need to take the performance hit of reading Vector3 properties when we could have just passed integers directly.
The real performance difference of this is likely to be close to zero, but it's still worth doing.
closes#6104
This function has been a footgun for anyone using it, since it also returns entity AABBs by default.
In all core use cases, this functionality was disabled, and we were paying a needless (admittedly micro) performance penalty for passing the extra useless argument and useless condition check.
This reverts commit 128eb500ebee5163583b84640a9c4f28c0218d42.
This breaks when entities in neighbouring chunks overlap into the
current chunk without actually being tracked by it.
Perhaps it might be worth having entities tracked by all chunks their
AABB touches in the future, so that we don't have to check padding
chunks and waste CPU time.
this slashes the cost of checking this with no entities by 50%, which should be the common case for farms and such.
once factoring in other things, this translates into a real-world performance gain of about 15% for block updates.
Track which direction the current node's light came from, and don't
check it again when we check the current node's adjacent blocks.
e.g. if this node was the eastern neighbour of a light source, we don't
need to check this node's western neighbour, as we already know it has
a higher light level than our own.
This improves performance of basic light spread in a void by about 6%,
which isn't a huge amount, but it's something.
I've yet to explore whether light removal could also benefit from this
change.
in many instances, remnants of improperly removed blocks from PM3 have been causing problems, such as flower pot tiles where there are no flower pots.
this change might break some plugins which are using tiles for custom purposes, but this is a misuse that was never supported properly in the first place.
a couple of usages of properties that no longer exist couldn't be migrated.
in addition, this revealed a couple of dead properties in the default file.
this is not an ideal solution (I'd much rather model the configs using classes and map them) but in the absence of a good and reliable library to do that, this is the next best thing.
closes#5936
This implements all of the basic activation logic for pressure plates.
It also introduces a PressurePlateUpdateEvent, which is called in pulses when entities are standing on top of the plate and when it deactivates. Deactivation can be detected by checking if the list of activating entities is empty.
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Co-authored-by: Javier León <58715544+JavierLeon9966@users.noreply.github.com>
* World: cache block AABBs directly in the world
this removes some indirection when fetching the AABBs, and also allows the AABB cache to live longer than the block cache.
In local testing this showed a 10-20% performance improvement, but it was difficult to properly measure.
* World: eliminate padding block checks in getCollisionBoxes()
this substantially improves the function's performance for small entities.
The padding of 1 block in each direction was previously necessary to account for blocks like fences, which might have an AABB larger than the cell containing them. However, by tracking this information in the collisionBoxCache directly, we can avoid the need to check this at the expense of slightly more complex code. This reduces the number of blocks checked for a moving item entity from 27-64 all the way down to 1-8, which is a major improvement.
Locally, this change allowed me to simulate 2100 item entities without lag, compared with 1500 on the previous commit.
modern versions save 24 exactly, but previous versions saved more. We don't use the excess, so it's not a problem if they are missing, but this is nonetheless non-compliant with vanilla.
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.
having them be clean by default makes no sense. It only makes sense for them to be clean if they were loaded directly from disk without any alterations.
Default clean is a footgun.