determination-2.2.6.jar
Curse Maven Snippet
What's new
What was updated
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Reworked Hardcore-mode save/load architecture: baseline authority moved from ledgers to disk plus snapshot files, with four copy-on-write channels and snapshot-file enumeration via
SnapshotStore.listPositions. -
Added time-budgeted save processing:
TICK_BUDGET_NANOS = 20 ms, count cap secondary, sliding-window prefetch, and timeout scaling as600 + targets / 8. -
Hardened death/respawn behavior for multiplayer: only the strongest player restores, death always drops, “Terminate” sends a packet instead of disconnecting, spectators stay where they fell, husk/body-swap gates were added, and
BOUND_OWNERUUID ownership was introduced. -
Introduced the per-body Determination layer: spawn roll in
[1, 100], attack/defense/tracking modifiers, transfer paths,/Deentity selectors, rollback exclusion, and the sealing gate. -
Added three new items: Determination Detector, Toy Knife, and Fade Ribbon; also updated creative-tab order and HUD label
att:→atk:. -
Expanded save-point flavor text to 224 conditional + 22 fallback lines across nine new groups; renamed “Hubris counter” to “Megalo Strike Back.”
-
Reworked client presentation: cinematic keeps its own active reference and is re-pinned every tick; save-point visibility packet gained a
selffallback; client lookup must go throughClientDetermination#localPlayer(). -
Finalized Toy Knife rendering through parent-model inheritance, swapped
layer0, and explicit JSONdisplay; Fade Ribbon uses the vanilla armor layer with manual head-rotation copying.
What bugs were fixed
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Fixed the repeated “after loading, the world did not go back to the moment of saving” symptom by closing gaps for chunks loaded before save, clean chunks never written by
saveAllChunks, newly generated chunks, in-memory chunks, and snapshots from other dimensions. -
Fixed baseline poisoning caused by clearing ledgers at rollback finish; ledgers are no longer cleared.
-
Fixed
getChunkNowmisuse for chunks inpendingUnloads; memory checks now go throughLoadedChunkIndex.findChunk. -
Fixed fixed “16 chunks per tick” budgeting and oversized prefetch that caused main-thread disk stalls.
-
Fixed ordinary-player death cancelling drops and never restoring inventory, and fixed respawn being dragged to another player’s save point.
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Fixed the duplication source from saving unresolved intermediate states; drop suppression was removed and rollback now covers entities.
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Fixed “Terminate” disconnecting the client and spectators being moved from where they fell.
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Fixed husk-player handling: no-op immediate removal, missing health restore, nested rollback, and true-death branch errors.
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Fixed cleanup by
saveIdwiping every True Knife and pendant in the world; re-issue now targets only the deceased. -
Fixed body swaps not writing back
listener.player, which caused packets to aim at the removed entity and broke movement, camera, model, and/gamemode. -
Fixed save cooldown always being full due to wall-clock vs monotonic-clock mismatch.
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Fixed the cinematic being knocked off by
ReceivingLevelScreenduring dimension changes. -
Fixed the invisible save point after respawn caused by dropped sync packets and null
getEntity; added self fallback. -
Fixed player-vs-player counter triggering an infinite loop by filtering
victim instanceof Player. -
Fixed Toy Knife orientation, coarseness, color, and pose across six versions; final version inherits parent geometry.
-
Fixed Fade Ribbon model rotation handling by manually copying head
xRot / yRot / zRot.
All Relations
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