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* Fix TE Lag * Sepals Rearrange the attackable conditions * Cache ItemStack max stack size * fix build * extra: Skip dirty stats copy when requesting player stats * extra: Reset dirty flag when loading maps from the disk * extra: Supporting block cache * extra: Avoid useless deque clear on - credit: @MachineBreaker * experimental/draft: Optimize SortedArraySet * experimental/draft: Simplify SortedArraySet - sometime complex stuff doesnt mean faster. * extra: Change maps/sets in brain + remove streams from villagers * extra: Remove 'copyOf' from Baby Villager Sensor * experimental: Rewrite trigger in SimpleCriterionTrigger * [ci/skip] fix comments * Faster setter for SimpleCriterionTrigger * extra: Cache and optimize fluidOnEyes * Sync changes * [ci/skip] cleanup * extra: QuadTree implementation for isChunkNearPlayer * [ci/skip] cleanup * [ci/skip] cleanup * [ci/skip] clean up * [ci/skip] cleanup * Only player pushable * Store chunkPos with keys * [ci/skip] cleanup * [ci/skip] cleanup * cleanup * rebuild patches * cache some more stuff * extra: optimize collectTickingChunks * remove quadTree optimization for now (will open a new PR just for that) * temp: Lazily optimize isChunkNearPlayer * Inline filter & merge as a single loop * [ci/skip] Add diff on change * extra: optimize everything but the testing itself on getEntities * [ci/skip] cleanup * Optimize chunkUnloadQueue * Remove iterators from inventory * [ci/skip] Add TODOs * i hate programming * remove forEach * extra: Alternative Brain Behaviour * remove: opt getEntities + cache fluidOnEyes * extra: Improve checkDespawn - credits: @kidofcubes * extra: Improve pushEntity and getEntities * yeet this * VERY EXPERIMENTAL: getEntities Optimization * fix bunch of issues from getEntities patch * extra: slightly optimize getNearestPlayer - credits: @kidofcubes * drop a patch for now (will open a new pr) * move these to a new branch * fix and optimize checkDespawn patches * Rebuild Patches * [ci/skip] Update benchmark * [ci/skip] cleanup * Drop * [ci/skip] Drop * Rebuild * [ci/skip] * Add configurable brain running behavior cache update interval * Move to new pr * [ci/skip] Update benchmark --------- Co-authored-by: MachineBreaker <saltspigotpp@gmail.com> Co-authored-by: kidofcubes <kidofcubes@gmail.com> Co-authored-by: Dreeam <61569423+Dreeam-qwq@users.noreply.github.com>
23 lines
1.7 KiB
Plaintext
23 lines
1.7 KiB
Plaintext
# This file is auto generated, any changes may be overridden!
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# See CONTRIBUTING.md on how to add access transformers.
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protected net.minecraft.world.entity.Entity dimensions
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protected-f net.minecraft.world.level.block.state.BlockBehaviour$BlockStateBase$Cache largeCollisionShape
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public net.minecraft.util.Mth SIN
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public net.minecraft.world.entity.Entity updateInWaterStateAndDoWaterCurrentPushing()V
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public net.minecraft.world.entity.LivingEntity canGlide()Z
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public net.minecraft.world.entity.ai.memory.NearestVisibleLivingEntities lineOfSightTest
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public net.minecraft.world.entity.ai.memory.NearestVisibleLivingEntities nearbyEntities
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public net.minecraft.world.entity.decoration.ArmorStand noTickEquipmentDirty
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public net.minecraft.world.entity.monster.Shulker MAX_SCALE
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public net.minecraft.world.entity.player.Player canGlide()Z
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public net.minecraft.world.level.block.entity.FuelValues values
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public net.minecraft.world.level.chunk.storage.RegionFile getOversizedData(II)Lnet/minecraft/nbt/CompoundTag;
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public net.minecraft.world.level.chunk.storage.RegionFile isOversized(II)Z
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public net.minecraft.world.level.chunk.storage.RegionFile recalculateHeader()Z
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public net.minecraft.world.level.chunk.storage.RegionFile setOversized(IIZ)V
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public net.minecraft.world.level.chunk.storage.RegionFile write(Lnet/minecraft/world/level/ChunkPos;Ljava/nio/ByteBuffer;)V
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public net.minecraft.world.level.material.FlowingFluid canHoldAnyFluid(Lnet/minecraft/world/level/block/state/BlockState;)Z
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public net.minecraft.world.level.pathfinder.SwimNodeEvaluator allowBreaching
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public-f net.minecraft.world.entity.EntityType dimensions
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public-f net.minecraft.world.level.block.state.BlockBehaviour explosionResistance
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