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DEV-1.9.5
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vDEV-1.9.5 - Advanced Math & Performance Update
This version introduces dynamic hardware profiling and completely rewrites the core movement checks for high-performance servers.
Additions & Changes:
- Added Smart Hardware Profiling. The plugin now runs a short startup benchmark to test your CPU. Fast processors will automatically use the new strict vector math, while budget or ARM hosts will fall back to the classic lightweight checks to preserve TPS.
- Added the /ac perf <high|light|auto> command, allowing server owners to manually override the hardware profile.
- Integrated native Bedrock support via the Geyser API. Bedrock players automatically receive a slight leniency buffer on movement checks to account for packet translation jitter, reducing false positives.
- Rewrote the Speed check for high-performance mode to use Time-Delta calculations. It now measures the time elapsed between packets rather than just flat distance, preventing players from saving up lag to teleport.
- Added Vector Gravity Prediction to the Flight check. It now calculates the exact expected Y-velocity using Minecraft's internal gravity formula to catch hover and slow-fall cheats.
- Upgraded the Phase check with Vector Ray-Tracing to detect horizontal clipping (H-Clip) through walls, even if the start and end blocks are both air.
- Implemented a strict Terminal Velocity limit to instantly block vertical downward clipping (V-Clip).
- Cleaned up the Maven pom.xml dependencies to ensure the plugin stays lightweight without pulling in unnecessary Geyser UI libraries.
- Added customizable combat timer UI positions (ActionBar, BossBar, Subtitle).
-# I have been hacking away at some very cool new features, this took forever and still is only a dev build as i guaranty you there is a bug somewhere
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:iXTlzYhq:ul8toE2S"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:iXTlzYhq:ul8toE2S"
}

