Prepare for 1.20.3 dev

This commit is contained in:
Nassim Jahnke
2023-12-05 18:20:55 +01:00
parent 1fa2b7d2f5
commit 46f4547805
1514 changed files with 10 additions and 12 deletions

View File

@@ -0,0 +1,22 @@
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Sun, 7 Mar 2021 13:15:04 -0800
Subject: [PATCH] Do not run raytrace logic for AIR
Saves approx. 5% for the raytrace call, as most (expensive)
raytracing tends to go through air and returning early is an
easy win. The remaining problems with this function
are mostly with the block getting itself.
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
@@ -0,0 +0,0 @@ public interface BlockGetter extends LevelHeightAccessor {
return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
}
// Paper end
+ if (iblockdata.isAir()) return null; // Paper - optimise air cases
FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
Vec3 vec3d = raytrace1.getFrom();
Vec3 vec3d1 = raytrace1.getTo();