Everything the next agent needs to run the Phase 2 optimisation loop on a machine that can launch the client: - analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX (world, scenes, config IDs, blocks B0-B14 with decision rules), PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its output, observed default configs, and proposed-configs/ (build.py generates tiers and bench variants and fails on unknown keys; apply_variant.py applies a variant and merges options.txt). - analysis/client-perf/bench/onion-bench/: bench-world datapack (scene teleports, Create grid, mob pen, sound storm, 120 s teleport tour). - analysis/audit/: the static recipe/dependency audit, including gen_fixes.py, which generates the shipped Paxi datapack and was never tracked. - phase0/: per-machine measurement harness (Steam Deck, 7700K/1060, 6700K/1080 Ti). - .pi/journal.md: running work log; read it first. All of it is packwizignored, so nothing here ships to players.
25 lines
1.5 KiB
TOML
25 lines
1.5 KiB
TOML
#Use a slightly more compact, but also slightly slower representation for block states
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compactFastMap = false
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#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
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useSmallThreadingDetector = false
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#Cache the predicate instances used in multipart models
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cacheMultipartPredicates = true
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#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
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multipartDeduplication = true
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#Deduplicate cached data for blockstates, most importantly collision and render shapes
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blockstateCacheDeduplication = true
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#Save memory overhead from empty data component maps/patched
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dataComponentPatch = true
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#Avoid creation of new strings when creating ModelResourceLocations
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modelResourceLocations = true
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#Use smaller data structures for "simple" models, especially models with few side-specific faces
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modelSides = true
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#Replace the blockstate neighbor table
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replaceNeighborLookup = true
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#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
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populateNeighborTable = false
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#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
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replacePropertyMap = true
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#Deduplicate vertex data of baked quads in the basic model implementations
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bakedQuadDeduplication = true
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