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Process ABMs in a spherical volume instead of cubic
Increase active_block_range default to a 3 mapblock radius.
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@ -758,7 +758,7 @@ active_object_send_range_blocks (Active object send range) int 3
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# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
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# In active blocks objects are loaded and ABMs run.
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active_block_range (Active block range) int 2
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active_block_range (Active block range) int 3
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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max_block_send_distance (Max block send distance) int 10
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@ -913,7 +913,7 @@
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# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
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# In active blocks objects are loaded and ABMs run.
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# type: int
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# active_block_range = 2
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# active_block_range = 3
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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# type: int
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@ -273,7 +273,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("profiler_print_interval", "0");
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settings->setDefault("enable_mapgen_debug_info", "false");
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settings->setDefault("active_object_send_range_blocks", "3");
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settings->setDefault("active_block_range", "2");
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settings->setDefault("active_block_range", "3");
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//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
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// This causes frametime jitter on client side, or does it?
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settings->setDefault("max_simultaneous_block_sends_per_client", "10");
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@ -397,10 +397,13 @@ void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list)
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for(p.Y=p0.Y-r; p.Y<=p0.Y+r; p.Y++)
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for(p.Z=p0.Z-r; p.Z<=p0.Z+r; p.Z++)
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{
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// limit to a sphere
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if (p.getDistanceFrom(p0) <= r) {
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// Set in list
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list.insert(p);
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}
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}
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}
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void ActiveBlockList::update(std::vector<v3s16> &active_positions,
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s16 radius,
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