Willard

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The requirement is rendering an entity. Throwing a block in singleplayer will trigger it too.

Actually it's the targeted block outline causing it. When an inventory item is rendered, block lighting is disabled first. Apparently it just stays disabled globally until the next time you...

I don't think there's ever been over 10 players in a world at once. It's very unlikely that they affect performance since they're just blocks.

Definitely not 7-10 more FPS. The most you could hope for is maybe a 0.1% increase in framerate. Frustum culling actually uses about the same CPU time as just rendering...

I wouldn't mind adding it. But I can't think of a user-friendly way to place them without breaking existing mechanics. Like, if you place a slab against a wall, you...

Making shift place sideways slabs would make it impossible to bridge with slabs. Making them separate blocks/shapes could work, though it seems a little silly to have 2 shapes that...

Yeah... He was suggesting a block of that shape.

I assume you're running some initialization code more than you're supposed to or something. I can't answer questions about code I've never seen. Splitting code into multiple files on this...

I have all sorts of things I need to change about the inventory icon rendering. I'll just have to make an evening out of it one of these days. But...

Was someone else in the world? I wrapped it in a try-catch to stop it from freezing from that multiplayer lighting bug, but that happens instead, so it's not a...