Toggles showing which blocks are pending/loaded async. In multiplayer games, don't repeat captions more often than this many seconds.Ĭlose caption delay before showing caption. Searches for soundname which emits specified text.Ĭurrent close caption language (emtpy = use game UI language) Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) There is currently no known way to exit this mode without restarting the engine. When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.Ĭontrols the speed when matching offset to ideal angles in thirdperson viewĪmount of lag used when matching offset to ideal angles in thirdperson view good to turn off on low endīug : Activate the bug reporter.Īutomatically swaps the current weapon for the bug bait and back again. Number of frames to look at when figuring out peak frametimesĮnable/disable averages in the budget panel Number of pixels from the top side of the game screen to draw the budget panel Number of pixels from the left side of the game screen to draw the budget panel The lower the better as far as rendering overhead of the budget panel Number of samples to draw in the budget history window. Number of frames to look at when figuring out average frametimes +attack, +jump etc are used for spectator control instead of being passed on to spectated botĭraw a bbox Arguments: minx miny miny maxx maxy maxz Takes a snapshot of a particular frame in a time demo.īind a key for a particular splitscreen player.īlink specified convar value between two values at the specified duration. Simulate a delay of up to a set msec per file operationĮnable all registered asynchronous tracking convars at once Set the async filesystem mode (0 = async, 1 = synchronous)įorce async reads to serialize for profiling (Dev command - regenerate the asset sort indicies) Information about the current assetsystem database. Spew info for assets that match the specified substring But mobs in lazy chunks will not randomly despawn within 128 blocks of the player. After upgrading my server from 1.14.4 to 1.15.2 with a view distance of 6, I saw significant increase in mob spawning and better rates in my mob farms. List all the currently registered anim events.įind the number of assets registered with the asset system This bug has partially been fixed in version 1.15 where mobs despawn in lazy chunks. Show the idle, walk, run, and/or sprint activities. Maximum frametime to still play background expressions.ĭisable npc background expressions when you can't see them. If 2, it'll show non-solid entities that would do it if they were solid. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as CommandĮrases current game stats and writes out a blank stats file
#MINECRAFT 1.7.1 DRAW DISTANCE FIX REDDIT UPDATE#
What I see as the bug: View range – chunks sent from server to client for display – should be independent of game effects – effects are within 9 chunks, as mobs should despawn if loaded and more than 127 from a player, and a block 8 chunks away might tick and update into that 9th chunk.Help internal panorama refcounts for every float representing a scale factor for transitions. And I got a response from someone that this severely affected mob spawns. While working on server performance, memory/GC tuning, etc, I had a typo recommendation of 7 chunks instead of 9. Equally, if I had view distance of 15, then my clients can use "far", and things would still behave normally. What I expected: Just like in single player, under normal circumstances the server would have radius 9 chunks loaded (radius 2= tiny render distance, radius 4=short, radius 8=normal, and load a 9th chunk out so that block ticks can affect stuff into that next chunk), and would have game effects and mobs working in that range, regardless of how many chunks were being sent to the client. Apparently, the server "view distance" setting, which affects how many chunks are sent to the client for rendering, also affects mob spawns.