ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...
But apparently some people are triggering this.
See #1223
Spigot had code that returned early in chunk add/remove methods.
This was causing our code added to set current chunks and counts to
be skipped over if the entity was default not persistent but made persistent.
This was the source of many issues
Fixes#1208
This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.
We also store counts by type to further enable other performance optimizations in later patches.
* Drop original implementation for old player sample API
* Add extended PaperServerListPingEvent
Add a new event that extends the original ServerListPingEvent
and allows full control of the response sent to the client.
* Implement deprecated player sample API
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
2018-02-12 23:26:02 -05:00
Renamed from Spigot-Server-Patches/0256-Don-t-blindly-send-unlit-chunks-when-lighting-update.patch (Browse further)