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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@@ -1036,12 +1036,11 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
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// Add players waiting in the queue to be added:
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AddQueuedPlayers();
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m_ChunkMap->Tick(a_Dt);
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TickMobs(a_Dt);
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m_MapManager.TickMaps();
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TickClients(static_cast<float>(a_Dt.count()));
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TickQueuedBlocks();
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m_ChunkMap->Tick(a_Dt); // Tick chunk after clients to apply at least one round of queued ticks (e.g. cBlockHandler::Check) this tick
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TickMobs(a_Dt);
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m_MapManager.TickMaps();
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TickQueuedTasks();
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GetSimulatorManager()->Simulate(static_cast<float>(a_Dt.count()));
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