- fixed ridiculous network stats when title ticker or console colours are disabled (shoghicp, what fit of madness led you to think this was a good idea)
- fixed network stats reporting kb/16ticks instead of kb/s
- fixed TPS reporting getting reset after 16 ticks instead of 20
- title ticker and MOTD is now updated every 20 ticks instead of 16
- we don't use the UUIDs, and they change every time, this just pollutes the diffs and makes my contribs ridiculous
- we don't need the height/width of shaped recipes because the generated shape tells us what it is
the footprint of compressed chunk batches is so small now that it doesn't make sense to disable it out of the box. The performance gains from caching chunks are more than worth it.
As of 1.2, the average footprint of these caches is usually ~2% or less of the size of the actual chunk itself. Moving around a lot will frequently cause the same chunks to get sent several times as it passes in and out of your render distance, and the chunk isn't even changing in that time, so the chunk is getting needlessly re-serialized over and over again. So even if your world is not static (for example a creative server) chunk caching will still offer benefits, and the memory expense is so small it's a no-brainer.
zero is not allowed because it's pointless, just raise your compression threshold if you want zero compression.
Chunks will always be compressed regardless of threshold because they are huge. It doesn't make sense to allow uncompressed chunks when even compression level 1 will reduce their size 50x. The point of the last two (reverted) commits was to prevent compression level zero being used on chunks. Probably obvious that I was up late and not thinking very clearly.
Revert "Reduced chunk compression level to 7"
This reverts commit 49ac2555ce3d410c49eba4045ffe8a5138066346.
Revert "Always use best compression for chunks"
This reverts commit 42dd9d6abd4e7a66611cd171abd0f8f7969166c1.
According to benchmarks 8 and 9 are simply orders of magnitude slower while not saving enough bytes to make it worth the performance loss. 7 is a good balance.
This reverts commit 2162675b6400807cf650f6fc7ad236c52fa99c01.
This broke Human skins... it seems MCPE doesn't like you adding and
removing a player from the list in the same batch.