From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Spottedleaf Date: Sun, 7 Mar 2021 13:15:04 -0800 Subject: [PATCH] Do not run raytrace logic for AIR Saves approx. 5% for the raytrace call, as most (expensive) raytracing tends to go through air and returning early is an easy win. The remaining problems with this function are mostly with the block getting itself. diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java index 576a53fbb46d4e4a590725e25eebee015e81ecad..64db14a5070229d38f453269c36f1199721b87fb 100644 --- a/src/main/java/net/minecraft/world/level/BlockGetter.java +++ b/src/main/java/net/minecraft/world/level/BlockGetter.java @@ -84,6 +84,7 @@ public interface BlockGetter extends LevelHeightAccessor { return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), new BlockPos(raytrace1.getTo())); } // Paper end + if (iblockdata.isAir()) return null; // Paper - optimise air cases FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again Vec3 vec3d = raytrace1.getFrom(); Vec3 vec3d1 = raytrace1.getTo();