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Improved fast moving entity optimization for void cannons. #167

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Why is this optimization needed?
I was encountering an issue with a 360 degree void cannon (which shoots a pearl to the world border in 1gt), the server was crashing whenever I tried to shoot, due to watchdog. I looked at the crash report stack trace and discovered how poorly optimized the entity collision search is for entities which have a very high velocity, making the cannon unusable without this fix.

How does this optimization work?
this optimization works by only searching for entities in chunks that the pearl (or any entity traveling fast enough), would actually travel through.

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