Closed Col-E closed 7 years ago
Optimized chunk operations by cutting unnecessary calls to updateLastAccessedTime()
Oh, thank you so much! I just wasn't able to find this bug!
Dropped items of the same type now stack
Did you make sure, that they don't stack with greater value, then maxStack of item? Any way, thanks for this feature. Not sure, if we need to draw numbers.. We need some kind pickup text. When player pickups item, text on his head appears.
Debug launch arg now prints the game's closing stack-trace
Good addition!
Did you make sure, that they don't stack with greater value, then maxStack of item?
Whoops! Not a hard fix though. Pretty much a single extra step.
Any way, thanks for this feature. Not sure, if we need to draw numbers.
I thought it'd be convenient. It could be optional if debugging is enabled.
Whats new:
Whats fixed:
updateLastAccessedTime()
which caused a 20 second delay in world-generation and a minor runtime performance hitupdateLastAccessedTime()
is now called only on chunk-updating methods (Removed calls when using getters)DefaultInputProcessor
ConcurrentModificationException
that would occur when iterating enemies and one was removed