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2021-12-19Update Log4J (1.9.4) (#7151)ver/1.9.4sulu5890
* Update Upstream (Craftbukkit) * update log4j
2016-06-11Backport a few 1.10 fixes that should are relevant for 1.9.4Zach Brown
Fixes: SPIGOT-2380 SPIGOT-1124 SPIGOT-2322 SPIGOT-2348
2016-06-08Fix Potion Equals Bugchickeneer
Will be in Spigot 1.10, but getting it in for 1.9 users
2016-06-07Fix issue with chests being erased - #322 FixedAikar
2016-06-07more chunk unload queue fixes, hopefully fix various odd bugsAikar
2016-06-06Fix bug with lootable refresh not saving inventory if onAikar
2016-06-06Merge pull request #321 from MyPlayPlanet/falling-block-height-doEntityDropsZach
Make falling block height nerf respect doEntityDrops
2016-06-06Make falling block height nerf respect doEntityDropsMartin Panzer
2016-06-05Add sub timings to chunk mapAikar
2016-06-04Merge pull request #317 from MyPlayPlanet/fix-fence-fallblockZach
Fix fallingblocks getting stuck on fences
2016-06-04Add notes about the configs and obfuscation helpers to CONTRIBUTING.mdZach Brown
2016-06-04Fix a few global configuration options being unavailableZach Brown
2016-06-04remove part of my hopper patch, not sure its doing what I intendedAikar
2016-06-04Update UpstreamAikar
2016-06-04Fix fallingblocks getting stuck on fencesMartin Panzer
2016-06-01Update upstreamZach Brown
2016-05-31Only send Dragon/Wither Death sounds to same worldAikar
Also fix view distance lookup
2016-05-30Fix skeleton horse spawn chance ignoring difficulty modifier if custom setAikar
Also reduce diff
2016-05-29Merge pull request #310 from MyPlayPlanet/server-name-paramZach
Add server-name as server parameter
2016-05-29Update upstreamsZach Brown
2016-05-29Stop relocating jopt-simpleZach Brown
Workaround for GH-189 Relocation breaks the lookup of a resource bundle, and this is easier than forking and maintaining our own version AFAIK this should be fine to do. Guess we'll see
2016-05-28Add server-name as server parameterMartin Panzer
2016-05-27re-add timing that spigot missedAikar
2016-05-27Ensure chunks never load asyncAikar
Force operation to main thread if it occurs async
2016-05-27Update upstreamsZach Brown
2016-05-27Remove unneeded mob spawn cap patch - Fixes #235Aikar
I misread the code and thought the code kept looping until the mob spawn cap was hit. Upon furthur review, this is not true, so this patch doesn't do anything sane.
2016-05-25Update UpstreamAikar
2016-05-24Optimize Redstone torch list removalMartin Panzer
2016-05-22Remove comment and fix build }}}}}Zach Brown
2016-05-22Re-add some method synchronization and move to a SingleThreadedExecutor in ↵Zach Brown
MCUtils
2016-05-22Temporarily remove synchronization from UserCache optimizationsZach Brown
In regards to GH-301
2016-05-22Update old TNT cannon mechanics patch to 1.9.4Zach Brown
Behavior may be buggy or otherwise broken, testing with the option is needed. `fix-cannons` has been removed in favor of `enable-old-tnt-cannon-behaviors`
2016-05-21Update upstream CBZach Brown
Closes GH-303
2016-05-20Update B/CB/SZach Brown
Closes GH-288
2016-05-16Avoid blocking on Network Manager creationAikar
Fixes #294 Use a pending list to handle new connections so that the netty threads do not block waiting for the main thread to finish ticking
2016-05-16MC-99914 - ensure EntityItem loads before EntityPotionAikar
2016-05-16bump the default maxMobSpawns default to 250, and add support for unlimitedAikar
Use -1 to represent vanilla/unlimited. Updated PaperWorldConfig to also update the individual worlds limit if it was set to the new default value. Should hopefully help #235
2016-05-16Optimize UserCache / Thread SafeAikar
Because Techable keeps complaining about how this isn't thread safe, easier to do this than replace the entire thing. Additionally, move Saving of the User cache to be done async, incase the user never changed the default setting for Spigot's save on stop only.
2016-05-16Add Async Helper method to MCUtilAikar
2016-05-16[16:55:31] *mibby pokes upstreamZach Brown
2016-05-15Refactor Lighting Queue SystemAikar
may help #284 Cleans up the lighting queue system, reducing diff and improving implementation. We no longer stop chunk unloads due to lighting updates, and instead simply flush the lighting queue. The cost of forcing the chunk (and its neighbors!) to stay loaded waiting for its lighting work to finish is much greater than simply taking the hit and doing the work. This change also helps reduce the diff and avoid bugs with missed diffs by removing duplicated logic. Also switches to a more effecient data structure (ArrayDeque instead of LinkedList) for the queue itself.
2016-05-15Timings v2: Start methods return self for use in try-with-resourcesAikar
try (Timing ignored = timing) { // Code to time } // auto stops timing, even if you return in 42 other places in the block
2016-05-15TileEntityLootable can call processRefill with a null playerZach Brown
Seems specific to EntityMinecartChest Fixes GH-290
2016-05-13More cases of avoiding marking active for chunks, to stop potential leaksAikar
2016-05-13Bring back an EAR optimization from 1.9.2Aikar
2016-05-13Fix chunk leak issue with queued light updatesAikar
2016-05-13Move bad command registration workaround into SMP#dispatchZach Brown
Fixes GH-274
2016-05-12Make watchdoge disabler its own patch fileZach Brown
Change implementation, smaller diff, less NPE
2016-05-12clean up spigot working files out of our Paper folderAikar
2016-05-12Use a more reliable fixed width sequence for rebuild patchesAikar