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Added option to scan blocks underwater without scanning the water blocks
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133d34683a
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@ -93,7 +93,7 @@ public final class BlockScanner extends BukkitRunnable {
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final ConfigurationSection liquidSection = config.getConfigurationSection("Island.World." + env + ".Liquid");
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for (List<ChunkSnapshot> sub : parts) {
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queueWork(world, liquidSection.getBoolean("Enable") ? liquidSection.getInt("Height") + 1 : 0, sub);
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queueWork(world, liquidSection.getBoolean("Enable") && !config.getBoolean("Island.Levelling.ScanLiquid") ? liquidSection.getInt("Height") + 1 : 0, sub);
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}
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}
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@ -114,9 +114,9 @@ public final class BlockScanner extends BukkitRunnable {
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for (int z = 0; z < 16; z++) {
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for (int y = scanY; y < 256; y++) {
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final Material type = VERSION > 12 ? shot.getBlockType(x, y, z) : MaterialIDHelper.getLegacyMaterial(getBlockTypeID(shot, x, y, z));
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final CompatibleMaterial type = CompatibleMaterial.getMaterial(shot.getBlockType(x, y, z));
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if (type == Material.AIR) continue;
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if (type == CompatibleMaterial.AIR || type == CompatibleMaterial.WATER) continue;
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blocks.add(new BlockInfo(world, x + (cX), y, z + (cZ)));
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}
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@ -178,6 +178,8 @@ Island:
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# time cycle or be fixed.
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Cycle: false
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Levelling:
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# Should the level scanner scan water?
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ScanLiquid: false
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# Run a scan automatically when pasting an island structure
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ScanAutomatically: true
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# Include Points: 0 in the '/is level' GUI
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