NiLSPACE
NiLSPACE
I disagree with the prefabs. The whole idea was that you could also export your own structures an use them without creating a new finisher in the code.
Fall damage is currently not handled well. We currently don't look at the y-speed of the player to calculate the damage amount but by looking at the current y-level compared...
I now see why everything in the APIDump plugin was in a single file ;) It's so the functions don't show up in the global environment. I'll move the functions...
I had the same urge when I looked at some (or most) of the WorldEdit code yesterday ;)
The 'not polluting _G' issue could also be fixed by immediately replacing `_G` with an empty table with `__index` pointing to the old values. ```lua local newEnv, oldEnv = {},...
I've only tested it on VSCode, but it should work on any lua-language-server. But you're right, I'll change the naming.
According to @madmaxoft the generator is already async: https://github.com/cuberite/cuberite/issues/2324#issuecomment-119897046
Why would we share the caches? That shouldn't help allot since the seeds are most likely different right?
I started looking into this. Weirdly enough all the data gets in the [buffer](https://github.com/cuberite/cuberite/blob/8a763d3bedac3eabee9c1ca022be53038ba3fc54/src/Protocol/MojangAPI.cpp#L480). Only after the buffer is filled the [while loop](https://github.com/cuberite/cuberite/blob/8a763d3bedac3eabee9c1ca022be53038ba3fc54/src/Protocol/MojangAPI.cpp#L456) goes again. Because of that the [cBlockingSslClientSocket::ReceiveEncrypted](https://github.com/cuberite/cuberite/blob/5ae924ec74bab199284c451552040bcc6f39bb3a/src/mbedTLS%2B%2B/BlockingSslClientSocket.cpp#L278)...
`ret` is the amount of bytes read that is now in the buffer. If it's negative it means an error has occurred, so my "solution" wouldn't work. Another option is...