Zach Brown
da7320fc42
Only check for async callers, do not remove potentially used variables
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Potentially resolves GH-138
2016-04-14 16:48:52 -05:00
Zach
2924ae631e
Merge pull request #205 from kashike/feature/handshake
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Add handshake event
2016-04-13 23:10:34 -05:00
kashike
66d3688b39
Add handshake event to allow plugins to handle client handshaking logic themselves
2016-04-13 21:12:57 -07:00
Zach Brown
d07eac31bc
Update bungeecord chat API graduations
2016-04-13 22:21:42 -05:00
Zach Brown
0084b02703
Re-add Configurable Player Collision
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Nothing to see here, move along
2016-04-13 16:12:44 -05:00
Jedediah Smith
7ab9a51731
Fix some players not being kicked on shutdown
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Closes GH-8
2016-04-13 16:04:21 -05:00
Jedediah Smith
15cdfc7472
Update SB's affectsSpawning API to use filters
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Closes GH-169
2016-04-13 16:03:49 -05:00
Aikar
4ee5d3eb31
Configurable Player Collision - Resolves #161
2016-04-13 02:11:40 -04:00
Aikar
d98f9cc5ae
Don't tick Skulls - unused code - Fixes #202
2016-04-13 00:32:05 -04:00
Aikar
e177666bfb
Remove unused World Tile Entity List
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Massive hit to performance and it is completely unnecessary.
2016-04-13 00:27:38 -04:00
Aikar
3f68b7f930
Update PlayerConnection for all teleportation of players
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Previous fix for SPIGOT-1903 only applied to world changes, but many other
cases of players been teleporting can cause that same bug. So call it any time
setPosition is called to ensure we never falsely trigger "moved too quickly"
And this commit may be considered evil to some people.
2016-04-12 23:26:42 -04:00
Zach Brown
189235906d
Update upstream
2016-04-12 11:31:54 -05:00
Zach Brown
ef3f6a481a
Update upstreams
2016-04-11 10:30:12 -05:00
Aikar
a0d38c0b55
update MCUtil.cmpFromMessage to use proper JSON
2016-04-11 01:06:28 -04:00
Aikar
8f89e0f84c
SPIGOT-1903: Update PlayerConnection on world change - Fixes #120
2016-04-10 22:36:56 -04:00
Zach Brown
a3358b1915
Ugly workaround for SPIGOT-1915 & GH-114
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Closes GH-114
2016-04-10 03:24:54 -05:00
Zach Brown
6fc0a013a5
Apply the Ensure inv drag is in bounds patch properly
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Closes GH-174
2016-04-09 21:33:29 -05:00
Zach Brown
a97fe29d9d
Can't expect others to follow formatting if I don't
2016-04-09 13:54:47 -05:00
Zach Brown
4ed5672cd9
Backport a memory cleanup change from 16w14a
2016-04-09 13:50:56 -05:00
Zach Brown
38d2939ff1
Update upstreams and rebuild
2016-04-08 17:24:26 -05:00
Zach Brown
44a1d43781
Simplify vanilla scoreboard nickname coloring patch
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Closes GH-195
2016-04-07 17:31:09 -05:00
Zach Brown
6b75dac6f4
Add basic support for using vanilla style, world-based, scoreboard name coloring
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Closes GH-188
2016-04-06 01:10:26 -05:00
Aikar
11d1937145
Include Redstone Torches in the redstone physics event optimization
2016-04-05 23:20:46 -04:00
Aikar
539e1e024c
Remove Debug checks from DataBits
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These are super hot and causing noticeable hits
Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png
2016-04-05 21:55:07 -04:00
Aikar
cdd926c1e9
Re-add fastutil map to Chunk map. Amaranth confirmed its faster by 3x
2016-04-05 20:43:11 -04:00
Aikar
8e68f444f1
Fix Nether/End world unloading spawn chunks - Fixes #92
2016-04-05 19:53:30 -04:00
Zach Brown
bce92696c6
Update upstream and rebuild
2016-04-04 09:53:03 -05:00
Aikar
94fd16aa4a
fix keep spawn loaded config
2016-04-03 23:08:13 -04:00
Aikar
62071aad36
Fix errorneous call of EntityDismountEvent
2016-04-03 19:11:25 -04:00
Aikar
d46dec88b4
Fix Cancelling BlockPlaceEvent triggering physics
2016-04-03 17:49:31 -04:00
Aikar
e11a8f0bd5
Configurable Keep Spawn Loaded range per world
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This lets you disable it for some worlds and lower it for others.
2016-04-03 17:34:38 -04:00
Aikar
47221671ba
Configurable Grass Spread Tick Rate
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Raise this value to make grass spread slower. Set to 0 to turn off grass spreading all together.
2016-04-03 16:29:39 -04:00
kashike
73fc582824
Fix reducedDebugInfo not initialized on client
2016-04-03 05:09:42 -05:00
Zach Brown
f6782d5738
Rebuild
2016-04-03 05:06:48 -05:00
Zach Brown
d463cc6139
Merge branch 'feature/unknown-use' of https://github.com/kashike/Paper into kashike-feature/unknown-use
2016-04-03 04:52:36 -05:00
Zach Brown
2f79610112
Mark chunk as active if ChunkUnloadEvent is cancelled
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Potentially related to GH-169
2016-04-03 02:02:06 -05:00
Zach Brown
bb265b967d
We don't need to go fast anymore
2016-04-03 02:00:35 -05:00
kashike
871920f2f5
Add PlayerUseUnknownEntityEvent
2016-04-02 18:10:41 -07:00
Aikar
cd3d8fb27e
Update upstream
2016-04-01 22:08:40 -04:00
DemonWav
2b99b1095e
<~Z750> sex it up for me
2016-04-01 01:59:59 -05:00
Zach Brown
d8c6c41507
gottagofast
2016-04-01 01:33:12 -05:00
Aikar
081420d738
improve implementation of chunk access patch
2016-04-01 00:35:44 -04:00
Aikar
c0e1410682
Fix pom to be compile instead of provided for fastutil
2016-04-01 00:35:21 -04:00
Aikar
c92ce02363
Move fastutil from a patch file to a library, and improve EAR
2016-04-01 00:18:18 -04:00
Aikar
78202f87b7
Remove Long2ObjectHashMap for Chunks
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Speaking with Amaranth, his point of his implementation was that most
of the lookups are on loaded chunks, so that code is optimized for that case.
While Long2Object should be faster as a general purpose map,
for MC uses, Amaranth's version should be faster. Will try to benchmark
the 2 at some future.
2016-03-31 22:17:33 -04:00
Aikar
d03da137f2
Fix isEdgeOfChunk check for MCUtils
2016-03-31 22:17:33 -04:00
Aikar
578af64827
Update upstream for memory leak patch
2016-03-31 21:47:17 -04:00
Aikar
dea2d41b86
Do not load chunks for light checks
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Should only happen for blocks on the edge that uses neighbors light level
(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
2016-03-31 19:29:06 -04:00
Aikar
0ba94906ad
Fix Massive Memory Leak
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Pathfinder objects are storing references to ChunkCache's, and never cleaning up.
These ChunkCache's then leak other entity objects. Those entity objects then have leaks to their
own chunk cache. A recursive problem....
Clean up the ChunkCache reference after it is done being used.
2016-03-31 19:08:27 -04:00
Zach Brown
fb52abdf7e
Upstream merge CB, rebuild patch
2016-03-31 12:58:20 -05:00