Release v1.6.1
Bug fixes:
Tile Entity Culling
- Tile Entity culling was broken in v1.6.0. This has been resolved now.
Tile Data
- Signs now properly render the text written on them when visible
Block Changes Between Snapshots
- Block changes between snapshots are now properly detected and accounted for
Other Miscellaneous Bug Fixes
- Many smaller bugs have also been fixed
- Full changelog can be found here
IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v1.7.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.
Release v1.6.0
New Features:
Packetevents support
Just add packetevents to your server and players will no longer be removed from the tablist when hidden.
(Hopefully) Improved stability
Added checks to make sure that chunks are snapshotted correctly
Minor optimisations
This version is slightly more performant than v1.5.1
Massive changes, the entire plugin was refactored. No, you didn't miss 1.3.0, this is the follow up to 1.2.2.
Breaking Changes:
- Plugin is now called "Raycasted Entity Occlusions" instead of "Raycasted Entity Occlusion"
- This is just a grammar thing lol, but it means the config folder name has changes too, which is good because
- All config options have changed
- The existing ones have been renamed and new ones have been added. I recommend starting with a fresh config, it's not worth trying to transfer your old values. Just generate a fresh config and edit the values as you see fit, or you can use the
- Reworked commands
- The command is now /raycastedentityocclusions (alias /reo)
- Behind the scenes, it now uses the new Brigadier API instead of the outdated Bukkit method
- One of the subcommands, /reo set <key> <pair> allows you to change config values from the chat/console
- Proper multithreading
- Instead of making unsafe async worldstate checks, the plugin now routinely snapshots all loaded chunks and checks the snapshots when raycasting. A basic test seems to show a slight performance increase, but more importantly it is no longer performing unsafe actions
- Engine mode changes
- There are now only two engine modes, both with a new "piercing" feature. The first, 1, is a single raycast from the player to the entity. 2 runs the same cast as 1, but also predicts the player's future location and runs a cast from there. This helps account for players with higher ping.
- "Piercing" (controlled by max-occluding-count) is the number of solid blocks a raycast must pass through before being stopped. This helps with showing entities which will soon be visible.
- only-cull-sneaking-players is now a fully functional feature
Added two new config options: OccludePlayers and MoreChecks. Both default to false. if OccludePlayers is set to true, players behind blocks will be occluded. This however removes them from tab list. MoreChecks quadruples the number of raycasts per entity, making them visible even if only a sliver of the entity is. This is very performance intensive, use at your own risk.