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High performance Spigot fork that aims to fix gameplay and mechanics inconsistencies
bukkitcraftbukkithacktoberfestjavaminecraftminecraft-apiminecraft-performanceminecraft-serverpaperpaper-apipapermcspigot-forktacos
e9950b70d3
This greatly extends the timings improvements I've done in recent commits, and brings timings to fully cover the entire tick. The timings system also now tracks when specific timings causes the server to lose TPS. The timings are also able to be turned on "on demand", meaning you do not need to restart the server to enable them. This commit also overhauls the Entity Activation Range feature, fixing bugs, adding more immunities, and improving the performance of it. It also fixes a regression with a recent Spigot commit that broke the entire Entity Activation Range feature. This commit had to move the Tick Loop patch before timings because there was a change done there to time the entire tick, so lots of renames. These 2 commits had to be bundled together to simplify applying them and reduce redundant conflict resolution. |
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Bukkit@0b494f8896 | ||
Bukkit-Patches | ||
CraftBukkit@65324d660e | ||
CraftBukkit-Patches | ||
.gitmodules | ||
applyPatches.sh | ||
pom.xml | ||
README.md | ||
rebuildPatches.sh | ||
upstreamMerge.sh |
Spigot
High performance Minecraft server implementation