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Folia #433
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First contribution... Needed for our task chain classes to handle plugin reloading, weapon reloading, firearm actions, and a couple oddities: TechnicallyCoded/FoliaLib#16 |
Second contribution... Not exactly needed, but will be used for "fail fast" logic in projectile ticking. Will also be used by Mechanics to ensure we are acting only on entities and locations we're allowed to act on: TechnicallyCoded/FoliaLib#18 |
I got tired of existing schedule compatibility implementations not having the features of a proper scheduler, so I implemented our own: https://github.com/CJCrafter/FoliaScheduler |
# Conflicts: # gradle.properties
# Conflicts: # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/wrappers/EntityWrapper.java # gradle.properties
# Conflicts: # MechanicsCore/build.gradle.kts # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/listeners/trigger/TriggerPlayerListeners.java # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/weapon/damage/BlockDamageData.java # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/weapon/damage/DamageModifier.java # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/weapon/explode/Explosion.java # buildSrc/src/main/kotlin/Dependencies.kt
# Conflicts: # WeaponMechanics/src/main/java/me/deecaad/weaponmechanics/WeaponMechanics.java # buildSrc/src/main/kotlin/Dependencies.kt
Folia takes away Minecraft's dependence on a single thread. WeaponMechanics has it's own entity system for projectiles, and that system will need to be recoded to support Folia's regions. The expected region case will look like this (a more technical writeup is also available).
Testing tools:
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