04-29-2013, 04:59 AM
I think rev 1431 half-fixed it There was a bad condition in cChunk::FastSetBlock() that caused several thousand blocks to be sent for each chunk when it made the first simulator tick (turning edge-water from flowing to stationary); now such changes are ignored and not sent to the client.
Still, especially if you use Floody simulator, there can be a lot of block updates that generate legally, when the fluid is spreading a lot. It shouldn't happen too much, though.
Still, especially if you use Floody simulator, there can be a lot of block updates that generate legally, when the fluid is spreading a lot. It shouldn't happen too much, though.