Invalid characters in plugin names are no longer stripped. They always result in a load error.
The behaviour of replacing spaces with underscores is not changed.
MOP doesn't make any sense anyway.
RayTraceResult is a container which represents the point at which a line hits a bounding box. No dependence on blocks or entities is wanted or needed.
MovingObjectPosition has API changes to allow it to wrap RayTraceResult, but nothing uses MOP anymore anyway.
This would allow modularisation of the pocketmine\\math namespace.
Fixes#1903Closes#1906, which, while a pretty solution, is very inefficient (see PR discussion). This is an optimization of microscopic proportions, but the point still stands.
First working enchantment on master. Hooray for 3 years late.
This works out of the box (the code checking for this enchantment already exists in Human->doAirSupplyTick()).
Remove MCPE-network specific stuff from BinaryStream, added NetworkBinaryStream
This removes dependencies of BinaryStream on core code, while providing some consolidation of network handling code.
at the expense of magma no longer working (which will need to be done better anyway).
This:
- reverts the +0.01 outset which hugely exacerbated the lava bug (fixes#1892)
- adds a 0.001 inset (PC-style) which prevents entities incorrectly intersecting with diagonally adjacent blocks at far-ish coordinates (lava at x=4000, z=4000 is a good way to test this).
PR #1880 does also solve this issue, but again at the expense of magma. Since the bugfix does not require a big bounding-box handling refactor, it has been separated out.
This is a rather larger commit than I'm happy with, but oh well.
This kills off the enormously overcomplicated BlockIterator and replaces it with a VoxelRayTrace class containing ray tracing generator functions. These functions are independent of any Level. They yield Vector3 objects with current ray trace positions to allow implementations to handle the intercepted blocks in their own ways.
Living->getLineOfSight() now uses VoxelRayTrace instead of BlockIterator.
This used to cause problems in earlier versions of pthreads if PTHREADS_INHERIT_CLASSES was not used. This is no longer a problem in pthreads v3, because pthreads v3 copies passed threaded object classes under the hood, so there is no need to manually include them anymore.
Additionally, the files in these paths don't exist anymore.
This might cause problems later on, but it's unlikely. Right now however, I am tired of my various PHP version directories showing up in git untracked files.
This is annoying and it requires that the server must match this precisely to not cause bugs. Additionally, this code shits its pants when the client hits a spot of network lag.
This can be implemented easily as a plugin. There is no reason whatsoever for this to be in the core.
Survival reach distance is 6, but that's only a measure of how far the player must reach to hit any part of the target block. Measured from the centre, this again provides a possible corner reach which is too far away from the centre of the block by sqrt(3) / 2 blocks.
Simple fix - allow an extra block's distance.
Since chunks are unloaded before changed blocks are processed, there is a small chance that a block might get changed in a chunk, and then get unloaded due to not being in use, before the updates are broadcasted.
This is unlikely to ever happen since chunks usually don't get unloaded unless they don't have loaders anyway, but it could happen (?) if a chunk is forcefully unloaded.