modularshoot-0.1.6.jar
Curse Maven Snippet
What's new
### Performance
- **Faster item recognition and binding lookups**: hot paths like inventory scans no longer rebuild lookup tables on every call — a notable per-tick saving on populated servers.
- **Deduplicated state writes**: writing an unchanged value no longer triggers data copies or sync traffic, so high-frequency states (heat accumulation, etc.) stop generating pointless packets.
- **Smaller bullet sync packets**: incremental sync entries are about half the size; bandwidth drops noticeably when many bullets are in flight.
- **Cheaper shotgun / multi-pellet shots**: the variant pool is built once per shot; pellets only roll independently — no more repeated registry lookups per pellet (the bullet-visual registry scan is also cached per registry instance).
- **Batch uninstall recomputes attributes once**: removing several plugins at once recomputes attributes a single time instead of once per plugin.
- **More reliable texture caching**: dynamic texture cache keys now compare values, so plugin reloads or resource refreshes never trigger unnecessary texture recomposition.
- **Leaner rendering**: per-frame / per-tick temporary allocations (bullet sorting, snapshot reads) eliminated.
### Fixed
- **Bullets could briefly disappear after a dimension switch**: sync state is now reset on dimension change instead of relying on the periodic full sync seconds later.
- **Stale plugin visuals after a resource reload**: F3+T now also clears the overlay cache, keeping visuals consistent with the resource packs.
- **Deterministic binding resolution**: when several Java-API bindings register the same item, the lexicographically smallest entry key now wins — the same rule as the datapack channel — instead of an unspecified scan order.
- **Hit-packet encoding fix**: non-entity hits no longer write the -1 sentinel as a varint (a negative varint is actually larger); a presence flag plus conditional varint keeps both entity and non-entity hits at or below the old fixed-width size.
- **Shoot sounds fade out too early at high speed**: shoot and plugin-install sounds now follow the player, so fast movement no longer leaves them behind at the trigger point.
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