Implement palette generation and investigate palette changes between
versions. Turns out 1.13- has legacy IDs, 1.14 switches to entity
palette and 1.15 refreshes the whole palette just to insert Bee.
Also refactor entity handling code here and there.
Vanilla client will consider that connection has been lost
when no server keepalive was received during the last 30 seconds.
This commit implements a similar mechanism in MCC. See #802
- Tab display names should hold display name but...
- Server sends <UUID, name, null> x Player count
- TabListPlus sends <SlotID, ???tab#01, SlotText> x Slot Count
- So we don't have player display names, only worthless slots
- So the whole feature was useless, reverting to name only.
- Add 1.10.1 and 1.10.2 in supported version list
- Store both player name and player display names
- List command will sort players by player name
- List command will now display by display name
- Ability to use /list raw to display by real name
Suggestion by Johngreen123
- Memory session cache will be used by default
- Verbose messages are now hidden by default
- Improve ping procedure's Forge handling
- Fix 1.8.9 and 1.9.0 in mcversion setting
- SessionCache.cs: fix LF into CRLF
- Use 1.9 translations instead of 1.8
Chatbots may find it useful to send messages over plugin channels. This allows REGISTERing, UNREGISTERing, and sending over plugin channels, with built-in checking if the server also registered the channel (which can be disabled by the bot if needed). Unused channels are UNREGISTERed when a bot is disabled.
- World is now properly parsed and stored from chunk data
- Block changes are also handled and world updated accordingly
- Added ground checking, the player will move down to reach the ground
- Performance tweaking in Protocol18, using lists instead of arrays
- Fix player look not properly skipped causing invalid location after
teleport
- Retrieve player location from the server
- Send back player location from the server
- Requires that a specific setting is enabled
- Should allow items to be picked up by the player
- May also trigger some anti chead plugins
Implement Game Join event and send Brand Info only when server
acknowledged game join, as ZizzyDizzyMC did before, else server may
generate an invalid packet error because it was still in "login" mode
and not in "playing" mode. Fix second issue in #95
- Now scripts can also be written in C#
- C# scripts can access ChatBot API
- Add more methods in ChatBot API
- Add an example of C# script file
- Coding style fixes: method names ucfirst
- Created specific namespaces and folders for each app brick
- Added proxy support using Starksoft's Biko Library
- App bricks: Main, ChatBots, Crypto, Protocol, Proxy
- Each class is now in its own file (Aes streams, chatbots)
- Used "Bridge" design pattern for Crypto, Protocol, Proxy
- Added back support for Minecraft 1.4.6 to 1.6.4 (MCC 1.6.2)
- Need to fully re-test everything and fix bugs
- To Fix : Server pinging is slow on SpigotMC
- To Do : Add Minecraft 1.2.5 (MCC 1.3) and maybe 1.3 to 1.4.5