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Feature/1.17.1 #37
Feature/1.17.1 #37
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* Small cleanup, MC 1.17, Java 16 and repackaged FAWE. * Small improvement * Resolve some requests * Re-add JDK 16 for actions * Bump serverlib * Global cleanup, delete async classes and most accesses to bukkit api, through our implementation. Use editsession and WE alternatives instead. * Bump major version => 2.0.0 * Remove all unused imports * Replace ``#isSign`` method with a more reliable way * Use Worldedit alternatives when possible, Bukkit api is now only used for basic commands, to let users using a common format. * Remove Voxel undo and delegate work to FAWE. * Don't parse json text for signs, because it returns an adventure component as String. * Cleanup code: - Add a few final fields - Replace old code style prior Java 8 - Fix a minor performance issues * Remove useless allocation previously used for undo work. * Replace ``isSign`` method by ``DeprecationUtil#isSign``.
- Throw out permission node if player lacks them - Other minor enhancements
* Small cleanup, MC 1.17, Java 16 and repackaged FAWE. * Small improvement * Resolve some requests * Re-add JDK 16 for actions * Bump serverlib * Global cleanup, delete async classes and most accesses to bukkit api, through our implementation. Use editsession and WE alternatives instead. * Bump major version => 2.0.0 * Remove all unused imports * Replace ``#isSign`` method with a more reliable way * Use Worldedit alternatives when possible, Bukkit api is now only used for basic commands, to let users using a common format. * Remove Voxel undo and delegate work to FAWE. * Don't parse json text for signs, because it returns an adventure component as String. * Cleanup code: - Add a few final fields - Replace old code style prior Java 8 - Fix a minor performance issues * Remove useless allocation previously used for undo work. * Replace ``isSign`` method by ``DeprecationUtil#isSign``. * Fix #29 * Revert "Fix #29" * Fix #29 * Minor refactor (unused imports cleaned)
@Aurelien30000 Do you also want to take a look at #8? You don't have to if you don't want to, you did already a good job at Favs, but letting me know allows me to coordinate this merge a bit better. |
Surely, should be easy to re-add! |
* Small cleanup, MC 1.17, Java 16 and repackaged FAWE. * Small improvement * Resolve some requests * Re-add JDK 16 for actions * Bump serverlib * Global cleanup, delete async classes and most accesses to bukkit api, through our implementation. Use editsession and WE alternatives instead. * Bump major version => 2.0.0 * Remove all unused imports * Replace ``#isSign`` method with a more reliable way * Use Worldedit alternatives when possible, Bukkit api is now only used for basic commands, to let users using a common format. * Remove Voxel undo and delegate work to FAWE. * Don't parse json text for signs, because it returns an adventure component as String. * Cleanup code: - Add a few final fields - Replace old code style prior Java 8 - Fix a minor performance issues * Remove useless allocation previously used for undo work. * Replace ``isSign`` method by ``DeprecationUtil#isSign``. * Fix #29 * Revert "Fix #29" * Fix #29 * Minor refactor (unused imports cleaned) * Fix #8 Re-add ErodeBlendBrush * Remove unused ``undo-cache-size`` config option
A bit strange, I didn't experience any problem during my tests and progress (on Tuinity). |
Tuinity: https://streamable.com/xsilwh Since Fawe utilizes Starlight, I guess we handle things different here. However, using Tuinity I have have a shadow blink on every every edit. Not for a long time, but quite noticeable on the video linked. On Paper I didn't experience them so far but constant shadows occurring occasionally thru edits.
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Humm, interesting, doesn't it seem to be a client visual issue? If you log out and then log again, do the shadows still appear? |
Packets are resend by then so no. They only affect the current login session. |
I've lazily risen an issue on the appropriate repository handling described behavior. |
- Handle /vc, /goto and /vi sanely - Leave a note when /voxel_chunk was successful
I drafted a release a bit earlier, since the main functionalities appear to work. However, I found a bunch of other issues after testing all brushes (very tedious):
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About this one, do you mean an empty chunk doesn't regenerate as expected, with full terrain? |
Yes. |
* Delete unused method. * Fix and improve chunk regeneration. Handle brush actions even if the target block is air **(only the layer above the void)**. * Remove unused import. * Follow .editorconfig rules, replace line endings from ``CRLF`` to ``LF``. * Add warning about chunk regeneration processing time. * Add configurable biome to regenerate chunk brush.
…ss at the same time. (#42) - Replace use of a deprecated method to get legacy component serializer. - Don't use String concatenation in a StringBuilder (BiomeBrush).
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