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
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@@ -121,7 +121,7 @@ void cDelayedFluidSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a
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void cDelayedFluidSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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if (a_Block != m_FluidBlock)
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if ((a_Block != m_FluidBlock) && (a_Block != m_StationaryFluidBlock))
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{
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return;
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}
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@@ -28,7 +28,7 @@ public:
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virtual ~cSimulator() {}
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// Contains our direct adjacents
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inline static std::array<Vector3i, 6> AdjacentOffsets
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static constexpr std::array<Vector3i, 6> AdjacentOffsets
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{
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{
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{ 1, 0, 0 },
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