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[ci skip] README changes
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@@ -73,9 +73,9 @@ SparklyPaper's config file is `sparklypaper.yml`, the file is, by default, place
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While we could cherry-pick *everything* from other forks, only patches that I can see and think "yeah, I can see how this would improve performance" or patches that target specific performance/feature pain points in our server are cherry-picked! In fact, some patches that are used in other forks [may be actually borked](docs/BORKED_PATCHES.md)...
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While we could cherry-pick *everything* from other forks, only patches that I can see and think "yeah, I can see how this would improve performance" or patches that target specific performance/feature pain points in our server are cherry-picked! In fact, some patches that are used in other forks [may be actually borked](docs/BORKED_PATCHES.md)...
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## Upstreamed Features
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## Upstreamed Optimizations & Features
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These features were originally in SparklyPaper, but now they are in Paper, yay! Thanks Paper team :3
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These optimizations and features were originally in SparklyPaper, but now they are in Paper, yay! Thanks Paper team :3
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* Lazily create `LootContext` for criterions (Merged in [Paper #9969](https://github.com/PaperMC/Paper/pull/9969))
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* Lazily create `LootContext` for criterions (Merged in [Paper #9969](https://github.com/PaperMC/Paper/pull/9969))
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* For each player on each tick, enter block triggers are invoked, and these create loot contexts that are promptly thrown away since the trigger doesn't pass the predicate.
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* For each player on each tick, enter block triggers are invoked, and these create loot contexts that are promptly thrown away since the trigger doesn't pass the predicate.
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@@ -90,7 +90,7 @@ These features were originally in SparklyPaper, but now they are in Paper, yay!
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* The `isNearWater` check is costly, especially if you have a lot of farm lands. If the block is already moistured, we can change the tick rate of it to avoid these expensive `isNearWater` checks.
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* The `isNearWater` check is costly, especially if you have a lot of farm lands. If the block is already moistured, we can change the tick rate of it to avoid these expensive `isNearWater` checks.
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* (Incompatible with the Blazingly Simple Farm Checks feature)
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* (Incompatible with the Blazingly Simple Farm Checks feature)
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We attempt to upstream everything that we know helps performance and makes the server go zoom, and not stuff that we only *hope* that it improves performance. I'm still learning after all. :)
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We attempt to upstream everything that we know helps performance and makes the server go zoom, and not stuff that we only *hope* that it improves performance. I'm still learning after all, so some of my patches may be worthless and not good enough. :)
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## Support
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## Support
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