data fix
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@ -1,5 +1,5 @@
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{
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{
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"jobs": [
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"data": [
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],
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],
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"files": [
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"files": [
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]
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]
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@ -2032,6 +2032,7 @@ Server LOD component properly attaches physics bodies when the entity comes in r
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Fix physics destruction on server via ServerLODComponent
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Fix physics destruction on server via ServerLODComponent
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More job data scaffolding
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More job data scaffolding
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Config class cleanup
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Config class cleanup
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Fix jobs data, simplify block chunk gen algo
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@ -221,7 +221,6 @@ public class ServerBlockChunkGenerationThread implements Runnable {
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List<VirtualStructure> filtered = macroData.getStructures().stream().filter((VirtualStructure struct) -> {return !struct.isRepairable() && struct.getAABB().testAABB(localAABB);}).collect(Collectors.toList());
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List<VirtualStructure> filtered = macroData.getStructures().stream().filter((VirtualStructure struct) -> {return !struct.isRepairable() && struct.getAABB().testAABB(localAABB);}).collect(Collectors.toList());
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if(filtered.size() > 0){
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if(filtered.size() > 0){
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Vector3i chunkPos = new Vector3i(worldX, worldY, worldZ);
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Vector3i chunkPos = new Vector3i(worldX, worldY, worldZ);
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Vector3i blockPos = new Vector3i(0,0,0);
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Vector3d chunkRealPos = ServerWorldData.convertChunkToRealSpace(chunkPos);
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Vector3d chunkRealPos = ServerWorldData.convertChunkToRealSpace(chunkPos);
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Vector3d localBlockPos = new Vector3d();
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Vector3d localBlockPos = new Vector3d();
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Vector3d currRealPos = new Vector3d(chunkRealPos);
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Vector3d currRealPos = new Vector3d(chunkRealPos);
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@ -232,11 +231,8 @@ public class ServerBlockChunkGenerationThread implements Runnable {
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boolean placedBlock = false;
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boolean placedBlock = false;
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currRealPos.set(chunkRealPos).add(x * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER,y * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER,z * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER);
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currRealPos.set(chunkRealPos).add(x * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER,y * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER,z * strideMultiplier * BlockChunkData.BLOCK_SIZE_MULTIPLIER);
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ServerWorldData.convertRealToLocalBlockSpace(currRealPos,blockPos);
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ServerWorldData.convertRealToChunkSpace(currRealPos,chunkPos);
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//try placing a structure block
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//try placing a structure block
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blockPos.set(x*strideMultiplier,y*strideMultiplier,z*strideMultiplier);
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for(VirtualStructure struct : filtered){
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for(VirtualStructure struct : filtered){
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if(struct.getAABB().testPoint(currRealPos.x, currRealPos.y, currRealPos.z)){
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if(struct.getAABB().testPoint(currRealPos.x, currRealPos.y, currRealPos.z)){
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AABBd aabb = struct.getAABB();
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AABBd aabb = struct.getAABB();
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