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Dev/update - future release #718
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ShaneBeee
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- broken in a previous commit
- attribute flag can't be added if custom attribute mods dont exist - currently the test passed but its probably a version issue
- ensure chunk generators can be used in the load event - Rename class
- Also refactored code to help strip out crap code in the bound class
Dev/components - Start working on some component stuff
- The Key class handles all of this stuff that NamespacedKey didn't
- I forgot the test world on Skript is flat (bedrock, dirt, grass) - This didn't happen locally, whoops
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Temp changelog:
This update is quite large, so I have broken the changelog into a few sections, and included some spoilers.
General Changes
Here are some not so exciting general changes.
See details
FIXED:
CHANGED:
chunk at coords
expression to optionally allow not loading/generating said chunkBound Changes
Bounds got a pretty big overhaul in terms of performance
See details
CHANGED:
This could cause massive lag if creating/modifying many in a short period of time.
This is a massive performance boost.
ADDED:
set
in the bound locations expression (allowing you to set greater/lesser corners)add/remove
in the bound locations expression (allowing you to add/remove vectors to/from greater/lesser corners to offset size)BOUND REGIONS:
Bounds internally now use a region system.
The issue before with bound events was when a player moved, ALL bounds were looped and checked if the player moved in/out of that bound.
Now, bounds are put into regions with a size of 16x16 chunks. So when a player moves, only the bounds within that region at the player are checked.
This GREATLY increases performance.
Spark Test:
Old System:
New System:
BOUND CREATION CHANGES:
When creating a bound, you have 2 options as what to pass in for your 2 points:
In the image on the left, locations were used, and the bound created using the exact location of the blocks.
Example:
create bound with id "test" within (location of {_a}) and (location of {_b})
(a/b representing blocks)In the image on the right, blocks were used. The x/y/z axes had 1 added to account for those blocks.
Example:
create bound with id "test" within {_c} and {_d}
(c/d representing blocks)Item Component Changes
Some exciting new Item Components to make your items even cooler.
See details
ADDED:
CHANGED:
Registry Additions
I have added some of Paper's registry stuff.
As of right now it's not super useful, but maybe in the future.
This all requires Paper 1.21+ (I believe, maybe 1.20.6?!?!)
See details
ADDED: