paucbh-0.8.2-beta.jar
Curse Maven Snippet
What's new
# PauCBH 0.8.2-beta
## Performance
- Cut frequent bridge-side exporters out of the `ENGINE` render path. `entities.json`, `player_pos.json`, `structures.json`, `render_config.json`, and `bridge_state.json` polling no longer run every few ticks while the local LOD engine is active.
- Cached the PauCBH bridge directory path instead of re-resolving and re-creating it on every bridge write/read path.
- Added bridge write fingerprinting to skip redundant JSON writes when payload bytes are unchanged.
- Reused UTF-8 byte payloads between disk writes and RAM transport to avoid double encoding.
- Reduced overlay mmap read cost by reading headers and active payload ranges directly instead of mapping and copying the whole file each poll.
- Removed per-section `sqrt` work from engine LOD visibility selection by switching LOD thresholding to squared distances.
- Pre-sized the visible LOD section list to reduce per-frame `ArrayList` growth churn.
- Switched structure scanning to immediate client chunk access with `getChunkNow`, avoiding heavier chunk lookup paths during structure export.
## Behavior
- Preserved client-only compatibility work from `0.8.0-beta`: no dedicated-server networking or server sync path remains in the mod.
- Kept `seed.json` export behavior compatible with BRIDGE toggles during an already loaded session; it is still exported on world load rather than being hard-disabled in `ENGINE`.
## Test Focus
- Compare `ENGINE` mode FPS and frametime stability against `0.8.0-beta`, especially in survival exploration with debug HUD off.
- Verify BRIDGE mode still updates overlay, bridge status, entity export, player position export, and structure export.
- Toggle between `ENGINE` and `BRIDGE` in the same session and confirm BRIDGE resumes exporting state within a second without a world reload.
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