
ViewDistanceTweaks
Automatically adjusts view and simulation distance per world to match what your server can handle - more distance when there is headroom, less before players notice lag.
Список изменений
Complexity weighting was doing nothing on Paper
use-complexity-weighting measured every sample correctly and then threw the result away again. The sampling pass published from whichever sample finished last, and wrote a neutral 1.0 afterwards if none were left outstanding — which on Paper is always, because that work runs inline. Every world came out at 1.0 on every cycle, so the option had no effect at all on anything that is not Folia. It has been that way since 2.10.3.
If you have it switched on, this release is the one where it starts working. Worlds full of redstone will now genuinely get a smaller chunk budget than worlds full of water, which is what the setting always claimed to do.
The sample cap had the same root cause and never tripped either, so a world with more players than complexity-sample-chunks was oversampling.
/vdt status told you nothing was throttled while it was throttling
The player snapshot that /vdt status and /vdt status --fixed read was only refreshed by the distance engine's own cycle, while AFK throttling deliberately runs before that cycle starts. Throughout start-delay, during the five minutes of startup grace, and for as long as the plugin was disabled, the throttle was changing player distances while status reported "AFK players throttled: 0" and --fixed listed nothing at all.
Pre-generation could skip chunks across a restart
Progress was the probe frontier minus the number of chunks still outstanding. That only points at the right place if the unfinished chunks are the most recently probed ones, and they are not — probes come back out of order. A chunk left waiting at position 5 with the frontier at 100 saved a resume point of 99, and nothing ever built it. Progress now follows the lowest position that is genuinely unfinished, and no longer counts a chunk as done while it is still being generated.
Smaller
- A per-player fixed distance that happened to match its world's current distance was hidden from
/vdt status --fixed. The reason behind a value is recorded now instead of guessed from the number. - The pre-loader takes each player's share of
max-chunks-per-cyclebefore dispatching rather than inside the task, so on Folia forty players can no longer submit far more chunk requests than the cap allows. - The "already existed" counter is atomic, like the generated counter beside it — both are written from asynchronous chunk callbacks.
- A stale probe callback no longer decrements a counter belonging to a run that already ended.
- The daylight-cycle gamerule is resolved once at load instead of through a constant the Paper API has marked for removal, and emergency relief now names only the measures it actually took rather than always claiming both.
