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 04194b5d5560e3620131c2f5cdea84ff814a4c25..0e8746759752b692668886370181aa5db1fd0bb0 100644 --- a/src/main/java/net/minecraft/world/level/BlockGetter.java +++ b/src/main/java/net/minecraft/world/level/BlockGetter.java @@ -79,6 +79,7 @@ public interface BlockGetter extends LevelHeightAccessor { return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(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();