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Fix large fill commands breaking light Vanilla Vanilla didn't tell the client to recalculate the edges of the light it checked, and nor did it even tell the client to perform the light updates. So of course it broke on chunk edges. Fixes There is no forge version for 1.

No, I will not backport RC3 to 1. Correctly decrease light when block data section is de-initialised Fixes broken lighting on empty chunk edges when a neighbouring section becomes empty by removing a source block. It was a rare issue, so it was never reported to me - I found it by accident. Handle concurrent chunk generation and lighting better Thanks to the top tier chunk system, chunk generation and lighting can occur at the same time.

To fix this, I've adjusted the code to handle concurrent updates after the chunk is lit, similar to how Vanilla would have handled it.

So do not compare the new ones and the old ones, you cannot compare benchmarks running entirely different hardware. Completely rewrite how lighting is loaded in for clients Attempts to fix 25 and 40 The old hook was vulnerable to mods doing unexpected things, especially serverside.

The old method also relied on unreliable ordering of events inside packet handling. New method just hooks directly into the packet handling methods to avoid conflicting behavior with mods and to create more reliable hooks. Completely rewrites internal scheduling of light tasks This is the fix for chunk loading breaking while under high block update stress.

I know there was an earlier commit, but hindsight is telling me that commit really didn't do anything. However the complete rewrite of the internal scheduling will fix the problem. Old scheduling was very vulnerable to block updates completely overloading everything. The old scheduling was also incapable of indicating to the chunk system whether block updates or other light modifying tasks were pending for a chunk.

The new scheduling now groups tasks by chunk light update, needs lighting, edge checks and simply drains tasks by chunks. In the event that there are a lot of block updates, they no longer pile up in a queue since they are just grouped onto their chunk, which will eliminate duplicate updates. And since it's a FIFO by chunk, the maximum latency for a light update to happen is simply the number of chunks queued.

The new queue also tells the chunk system to not unload chunks until any lighting task is fully complete for that chunk and its 1 radius neighbours. This will eliminate problems where the light engine was never able to complete tasks before server shutdown. This also officially kills light suppression.

Before you ask, no I'm not going to re-add lighting bugs to my light engine. I want lighting to work, which means I need to fix it when it clearly doesn't work.

Mark the vanilla light engine fields in LevelLightEngine as null This will break any mod expecting them to be non-null. But since we replace the light engine, it's better this way since it forces an explicit break rather than a silent break.

Initialise block nibbles in 1 radius of non-empty chunks While vanilla is perfectly capable of handling null nibbles in these cases, some protocol hacks might not expect this behavior. I've taken an approach to mod conflicts that there's really nothing I can do about it since I rewrite the light engine.

Reporting them is still useful for other people to track what is and isn't working however. Sometimes I can do things about them, but I wont lose sleep if I can't. Most of the remaining problems I see are with mod conflicts. Can't really do anything about them, so they're not going to block full release. There do appear to be some problems with how the client is receiving light data, and hopefully the fixes in 1. While it might appear at first glance that the vanilla chunk system makes a guarantee that 1 radius chunks are loaded for lighting, this isn't actually the case.

In fact, no chunks could be loaded! And yet, the light function is actually required to be completed still! The only way we can do this is with edge checks. In the 1. In order to ensure that this new behavior doesn't cause lighting problems on chunk edges, chunk loading now does edge checks.

Please note when testing 1. No longer relevant for latest snapshots! Fix chunk relighting In order to make relighting more reliable, move the emptiness map lookups to their own cache. MCD Phoenix Drop! Pretty Rossome Adventure Map! Aphmau 's Phoenix Drop Highschool. Company 1 days ago Aphmau mystreet map download. It is a spinoff of minecraft diaries as well as the successor of the side storythe big move.

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