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Corrected wakeup sequences

* Pistons/Ice no longer need to FastSetBlock first (#4600), and the former don't drop items when broken in creative
- Begin migration away from stationary fluids
* Tick the chunk after applying a client's changed
* Broadcast pending blocks at the end of a tick
This commit is contained in:
Tiger Wang
2020-08-01 11:25:06 +01:00
parent 6bdd130aab
commit c3d6afe47e
10 changed files with 70 additions and 139 deletions

View File

@@ -121,7 +121,7 @@ void cDelayedFluidSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a
void cDelayedFluidSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
if (a_Block != m_FluidBlock)
if ((a_Block != m_FluidBlock) && (a_Block != m_StationaryFluidBlock))
{
return;
}

View File

@@ -28,7 +28,7 @@ public:
virtual ~cSimulator() {}
// Contains our direct adjacents
inline static std::array<Vector3i, 6> AdjacentOffsets
static constexpr std::array<Vector3i, 6> AdjacentOffsets
{
{
{ 1, 0, 0 },