Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.
This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"
== AT ==
public org.bukkit.craftbukkit.block.CraftBlockEntityState getTileEntity()Lnet/minecraft/world/level/block/entity/BlockEntity;
public org.bukkit.craftbukkit.block.CraftLootable setLootTable(Lorg/bukkit/loot/LootTable;J)V
public org.bukkit.craftbukkit.entity.CraftMinecartContainer setLootTable(Lorg/bukkit/loot/LootTable;J)V
For servers with multiple IP's, ability to bind to a specific interface.
== AT ==
public net.minecraft.server.dedicated.Settings getStringRaw(Ljava/lang/String;)Ljava/lang/String;
Remove Debug checks as these are super hot and causing noticeable hits
Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png
Optimize redundant converting of static fields into an unsigned long each call by precomputing it in ctor
A general purpose patch that includes config options for the tick rate
of a variety of blocks that are random ticked.
Co-authored-by: MrPowerGamerBR <git@mrpowergamerbr.com>
Adds the PlayerUseUnknownEntityEvent to be used by plugins dealing with
virtual entities/entities that are not actually known to the server.
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
RegionFileCache prior to this patch would close every single open region
file upon reaching a size of 256.
This patch modifies that behaviour so it closes the the least recently
used RegionFile.
The implementation uses a LinkedHashMap as an LRU cache (modified from HashMap).
The maximum size of the RegionFileCache is also made configurable.
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.
For people who want all chunks to be treated equally, you can chose a fixed value.
This allows to fine-tune vanilla gameplay.
First, Enchantment order would blow away seeing 2 items as the same,
however the Client forces enchantment list in a certain order, as well
as does the /enchant command. Anvils can insert it into forced order,
causing 2 same items to be considered different.
This change makes unhandled NBT Tags and Enchantments use a sorted tree map,
so they will always be in a consistent order.
Additionally, the old enchantment API was never updated when ItemMeta
was added, resulting in 2 different ways to modify an items enchantments.
For consistency, the old API methods now forward to use the
ItemMeta API equivalents, and should deprecate the old API's.
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.
So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
Properly split up the chat and command handling to reflect the server now
having separate packets for both, and the client always using the correct packet. Text
from a chat packet should never be parsed into a command, even if it starts with the `/`
character.
Add a missing async catcher and improve Spigot's async catcher error message.
== AT ==
public net.minecraft.server.network.ServerGamePacketListenerImpl isChatMessageIllegal(Ljava/lang/String;)Z
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
The process of determining an entity's exposure from explosions can be
expensive when there are hundreds or more entities in range.
This patch adds a per-tick cache that is used for storing and retrieving
an entity's exposure during an explosion.