- TickerCoordinator.pendingChanges is now a HashSet
- TickerCoordinator now makes some best-effort checks to make sure the
world does not change during evaluation phase
- Extracted Cached{Block,Tile}Change
- these classes implement hashCode() and equals() based on the
location of the block/tile they affect, thus ensuring that only one per
block/tile remain in the aforementioned set
- Similarly extracted PacketAffect{Block,Tile,Entity}
- Renamed a bunch of packets
- Moved PacketSendEntity to correct package (.common.world.entity)
- Temporarily added position, velocity and direction to EntityData
read/write methods
- Increased view distance to 150 m
- Squashed visible area vertically (to load less underground and air
chunks)
- A custom Object can be appended to any ChunkData to save its
generation status
- Handled by WorldGenerator
- Persistent
- Used to determine whether a chunk is ready to be sent to client
- ChunkIO now requires an IOConext
- ChunkIO now requires Data{In,Out}putStreams (as a combination of
Data{In,Out}put and {In,Out}putStream)
- Fixed some minor bugs
- CrashReports.report now throws an exception instead of invoking System.exit()
- Reduced chance of deadlocks
- Improved code readability
- added CrashReports.crash to handle exceptions thrown by report() in top-level catch blocks
- At most 1 chunk is updated (previously known as 'buildModel') every
frame
- 3x3x3 chunks closest to the player are updated in real-time without
the aforementioned limit
- Entities are no longer internally bound to chunks
- Entity visibility for a player is now unique for each entity
- Entities are send/revoked just like chunks by EntityManager
- LocalPlayer no longer stores an entity; instead it stores entity ID
and looks up the entity on demand
- Removed CommsChannel Roles
- Replaced with Client class hierarchy on the server
- Added ClientPlayer
- Added Player (a new server class holding all objects related to a
player)
- Player class in common renamed to PlayerData
- Added PlayerManager for the server
- Added PacketLoadChunk
- Added ChunkIO to handle converting ChunkData to/from bytes
- Client no longer generates chunks by default
- It still does generate them on request by server
- DataBuffer now exposes InputStream and OutputStream
- Faces are now grouped by texture primitive they use
- Massive FPS increase
- TexturePrimitive receive an additional unique ID immediately upon
instantiation
- Hacked dynamic (quickly changing) text support into Typeface
- No formatting for now
- Requires a proper rewrite later
- Added DynamicLabel to display dynamic text
- Movement friction and player controls no longer depend on framerate
- Added FPS and TPS display
- Now each block possesses its own set of 6 tile stacks; two tile stacks
occupy each block boundary
- As consequence, top tiles of block (0;0;0) are now different from
bottom tiles of block (0;0;1)
- Tiles are now stored in and managed with TileStacks
- TileLocations were removed in favor of TileReferences
- Added tile tags to address individual tiles within TS in a way that
persists thru tile insertions are removals (used internally)
- Reworked TickContexts:
- Changed and expanded interfaces significantly
- Added TSTickContext
- Replaced Mutable*TickContexts with TickContextMutable
- Split AddOrRemoveTile into two separate actions
- Renamed EdgeTileLogic to HangingTileLogic
- Moved tmp_generate into TestContent
- Removed Forwarding*TickContexts for now
- Fixed TileTriggeredUpdate triggering ticks instead of updates
- Fixed an error message in Ticker
- Random ticks now happen
- Ticking* interfaces now have a single getTickingPolicy method instead
of two doesTick* methods. This makes more sense since an object cannot
both tick randomly and regularly.
- Added Server.stop
- Added some convenience methods related to setting blocks and tiles
- Documented some stuff
These are just convenience methods: instead of writing
float g = 9.8f * Units.METERS_PER_SECOND_SQUARED;
we can write
float g = Units.get("9.8 m/s^2");
and it'll actually work fast.