- Based fishing mechanics off of decompiled java 1.7.2 instead of 1.12.
- Added check for sky access
- Switching between different fishing rods now reels the line back in
- Fixed duplicate assignment in fishingTreasuresArray
- Remove testing weights from catchTypeArray
- Make lureLevel and luckLevel member variables of FishingHook that are calculated upon initialization instead of recalculating every tick.
- Changed random nibbleTimer range from 5 - 30 secs to 5 - 45 secs
- Fixed out of order and incorrect assignments of fishingJunkArray
- Values are now clamped to prevent unintended behavior
- Lure now affects loot rates.
- Add missing return of CatchType in getRandCatchType
- Remove unused variable in getRandCatch
- Fix duplicate semicolon in TREASURE case
- Fix missing parentheses in fishing rod and bow calculations in handleCatch
Matches the packet size limit used by the plugin-api fork. Our 512KB
limit caused "Connection lost" when their server sent large packets
(e.g. chunk data) that exceeded our cap.
Reverts workflow revert (#c4c4c08b), BACKPORTING.md (#5e584910),
and CONTRIBUTING.md backporting link (#7dfe46aa) that were
unintentionally included via the upstream merge commit.
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
Chunk loading now batches up to 16 nearest-first requests per player per
tick on dedicated server (client stays at 1), improving tick recovery
time after player join.
Reverts the async save system -- the background thread snapshot/compress
path added complexity without measurable benefit. Autosave on Windows64
server now uses the standard synchronous flush like client, in
preparation for a proper async implementation from upstream.
DLL injector + Python GUI for real-time server metrics.
Hooks into tick loop, chunk generation, and player chunk map
to collect timing data over TCP, displayed in a tkinter dashboard.
Includes bot spawner for load testing.