Jesse Boyd
63ad22a021
Forgot to load the chunk, whoops. Also bumping the version
2016-04-22 02:31:20 +10:00
Jesse Boyd
61ae58f3f2
*
2016-04-22 01:41:54 +10:00
Jesse Boyd
7e0964c118
Use default bukkit block placer if NMS fails
...
The default block placer uses only the Bukkit API to perform changes.
- It's a bit laggy for larger changes
- Still a lot faster than normal WorldEdit
2016-04-22 01:41:41 +10:00
Jesse Boyd
a7763cd8fd
Add support for FactionsOne
2016-04-21 15:53:37 +10:00
Jesse Boyd
bf7d066520
History on disk rollback command
...
Useful for undoing specific edits.
2016-04-21 14:07:28 +10:00
Jesse Boyd
aa02b34d7c
Fix for global region
2016-04-21 08:15:54 +10:00
Jesse Boyd
b4c4dc2e5c
Bump version
2016-04-21 07:56:02 +10:00
Jesse Boyd
e5590ed12f
Queue optimizations + WorldGuard global region
2016-04-21 07:53:06 +10:00
Jesse Boyd
9f289f8fac
Debug failed chunk load.
2016-04-21 05:05:11 +10:00
Jesse Boyd
de08ef85d7
Fix limits / add cancellation messages
2016-04-21 04:22:47 +10:00
Jesse Boyd
01d5601b5b
Fix for CuboidClipboard rotation
2016-04-20 09:03:50 +10:00
Jesse Boyd
3ed58f0d37
Bump version
2016-04-20 06:33:17 +10:00
Jesse Boyd
a8e335e23c
Various
...
- delete session on logout
- load session on world change (disk)
- set default chunk wait to 100ms
2016-04-20 06:30:34 +10:00
Jesse Boyd
6c141f462a
Fallback on async relight failure
2016-04-20 04:24:21 +10:00
Jesse Boyd
8f8c4f2c66
v3.3.16
2016-04-20 04:14:44 +10:00
Jesse Boyd
33f3cb6ba5
Optional async relighting
2016-04-20 04:11:09 +10:00
Jesse Boyd
505e99b488
Optimizations for 1.9
2016-04-20 01:22:36 +10:00
Jesse Boyd
c5cd3e1ecc
*wrong version
2016-04-19 16:14:24 +10:00
Jesse Boyd
492d5ea07f
bump preciousstones version
2016-04-19 15:41:12 +10:00
Jesse Boyd
e535f8adc9
Lastmask / preciousstones fix
2016-04-19 06:48:58 +10:00
Jesse Boyd
f8e1bb0b71
Use blocking queue
2016-04-19 05:07:50 +10:00
Jesse Boyd
d2128ab045
Bump version
2016-04-19 04:33:00 +10:00
Jesse Boyd
8c7b431e10
Possible invis block fix
2016-04-19 02:28:06 +10:00
Jesse Boyd
9cf4f6c9f0
More optimizations!
...
Schematics now load in a fraction of a time. (took me 5.13 seconds to
load a 102,572,228 block schematic)
Also made some minor optimizations here and there.
2016-04-18 04:54:27 +10:00
Jesse Boyd
04e281e72d
Fix deform
2016-04-16 18:16:08 +10:00
Jesse Boyd
3f9e202f3a
clipboard optimizations
...
Encode the block as a single byte if possible
Don't bother storing air
Use the block cache where possible
2016-04-15 18:39:36 +10:00
Jesse Boyd
f55f767e2f
Bump version
2016-04-15 06:31:00 +10:00
Jesse Boyd
2012d56900
Remove version from build
2016-04-15 03:27:50 +10:00
Jesse Boyd
b546a75e00
v3.3.11
2016-04-15 02:35:20 +10:00
Jesse Boyd
969c800509
Fixes #32
2016-04-15 02:22:20 +10:00
Jesse Boyd
f3db4be8ae
Bump version
2016-04-15 00:20:11 +10:00
Jesse Boyd
5097f0cf63
Fixes #30
...
The CuboidRegion class will now queue blocks in layers for a chunk
before moving onto the next chunk. This results in higher cache hits for
history enabled queues. It also allows the block placer to start earlier
during preprocessing with edits affecting > 64 (configurable) chunks.
Note: with history on disk enabled, this means near unlimited sized
edits (for certain commands) might be feasible.
2016-04-15 00:18:22 +10:00
Jesse Boyd
fff311a99f
Fixes #23
2016-04-14 07:31:02 +10:00
Jesse Boyd
5b3e0973f2
Fixes #21
2016-04-13 20:04:01 +10:00
Jesse Boyd
42654bd784
Various
...
fix a few async issues (nbt setting/cut/plotsquared hook)
fixes #1
allow some debug options to be configurable (chunk wait / buffer size)
add region restriction option
2016-04-07 06:19:17 +10:00
Jesse Boyd
fabdf0b08a
Fixes #18
2016-04-06 03:51:52 +10:00
Jesse Boyd
fb4ed9362d
Various
...
per player limits
- max blocks
- max checks
- max fails
- max entities
- max blockstates
Also add command limit
Fix negative coord compression issue
2016-04-06 01:11:24 +10:00
Jesse Boyd
ba04eb9fc8
Cleanup / persistent history
2016-04-05 02:07:36 +10:00
Jesse Boyd
0dfbd44c72
Faster compression
...
Using java's inbuilt compression algorithms (gzip or deflator both) was
a bit too slow for me.
Fawe is now using the LZ4 compression algorithm, which is super fast. So
fast that I decided to add a default 1 pass of compression to history.
Enabling further compression will do an additional high LZ4 compression.
2016-04-04 18:39:00 +10:00
Jesse Boyd
fb15a425a7
Queue, editsession and history optimizations
...
Streamlined the queue so now the queue doesn't need to be fetched on
each block
Removed block reording from editsession as it alone takes half a
second/million blocks
Replaced block fetch from history extent with optimized algorithm.
2016-04-04 04:03:35 +10:00
Jesse Boyd
491b6bc646
BUmp version, add check for op
2016-04-03 17:26:17 +10:00
Jesse Boyd
0c55e3c7cb
Clipboard compression
...
Reduce the size of the clipboard by encoding the BaseBlock as a short
array, with an accompanying map for nbt.
2016-04-03 17:13:22 +10:00
Jesse Boyd
d11bb1ac0a
Fix for nbt
2016-04-03 05:19:14 +10:00
Jesse Boyd
789098dc79
Finish with sponge depend
...
Also fix 1.8 issue for kh498
2016-04-03 02:50:50 +10:00
Jesse Boyd
fb8863cd06
Start work on forge port
2016-04-02 16:58:42 +11:00
Jesse Boyd
a924dcd66a
Fix errors
2016-04-02 15:25:04 +11:00
Jesse Boyd
e71fd64e9c
Add gradle project
2016-04-02 15:06:24 +11:00