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New features

  • 1.20.6 + Support
  • Added Netherite and newer armor protection support
  • Simplified Chinese Translation by SnowCutieOwO
  • New area commands
  • Mohist compatibility (kind of, you need to use particle aiming)
  • Folia support

Fixes:

  • Correct projectile behaviour for projectiles like ender dragon fireballs, tridents etc.
  • Fix the ability to pickup projectiles like arrows
  • Fix fire falling block on explosion not being recognized by movecraft
  • Craft smashing into things invalidated some cannons and created ghost cannons
  • Sinking not being handled and creating ghost cannons

Hooks:

  • Vault hook to buy cannons (was there even before fork)
  • Movecraft: Movecraft-Cannons support is now integrated (Movecraft Combat hook + Movecraft hook)
  • PlaceholderAPI hook

Optimizations:

  • Better FlyingProjectile lookup
  • UserMessage Optimization
  • Some CannonManager Optimization
  • RNG Optimization (Original created a random number generator every time it needed to be used, now each object has its own Random)
  • Distance optimization by using Location#distanceSquared() over Location#distance when possible
  • Aiming shot simulation Optimization
  • CannonAPI#getCannon should now not create massive lag when there are a lot of designs, and is way faster (some owners stated it was up to x6 faster)
  • /cannons claim and commands executed in a radius won't deadlock your server anymore, and it is executed on a separate thread

API Changes/New Events:

FireTask API:

  • You can add custom firing behaviour in CannonFireEvent by using addFireTaskCreator

Exchange API:

  • You can define your own exchanges for cannons creation requirement, example at CannonsEXP

Projectiles:

  • Projectile type events now give the FlyingProjectile
  • ProjectilePiercingEvent is now cancellable

Linking:

  • New CannonLinkFiringEvent to handle linked cannons operations
  • New CannonLinkAimingEvent to handle linked cannons aiming

Other:

  • You can now get more data from CannonDestroyEvent, which execute when cannons are broken too
  • New CannonPreLoadEvent
  • New CannonRenameEvent
  • New CannonGunpowderLoadEvent (gives accurate data on how much gunpowder is loaded)