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Releases: Janky-Development/Scripted-SMP-Core-Public
Releases · Janky-Development/Scripted-SMP-Core-Public
Release list
[1.4.1] - 2026-10-27
Added
--team <name>now targets every online team member in/give,/effect,/tp,/gamemode,/clearand more; errors clearly if the team's unknown, and tab-completes./ssmp give,/ssmp clear,/ssmp gamemode(/gm) - native--team-aware, tab-completing equivalents./smpalias for/ssmp.- Orbital Strikes has its own Settings screen (per-strike power/TNT/radius, with Reset buttons that actually reset now).
- The updater now checks the build ID against the public release too, and auto-stages it if different.
Fixed
- Stab Shot fired from underground now always breaks a path up to the real surface.
- Joining/leaving a team with no skin set no longer force-reloads everyone's nickname/skin, and a player's/bot's skin now reverts correctly after leaving instead of sticking.
- Null team's lock applies uniformly to bots/players; renaming/recoloring into/out of its criteria now locks/unlocks members, and a locked player's skin-change attempt tells them why.
- Fixed a scheduler crash on
/reload/shutdown from a stale team-resync task, and a Paper 26.3 API break in the lie-down action. - AutoKit quick-saves no longer block the main thread (YAML encoding now async).
- The activate dialog's Cancel button now cancels instead of reopening.
- Existing installs'
lang/en.ymlnow auto-corrects stale/ssmp licensetext.
Changed
- License dashboard reachability is now required to keep running.
- Integrity check signature is now cryptographic, not a plain hash.
- Minecraft/Paper bumped to 26.3; debug logging expanded for team/nick systems.
- Auto Assign sweep now considers every non-staff team, null team included.
Removed
- The old custom respawn-point system - lobby/queue spawn is now the single respawn point.
/ssmp license- use/ssmp activateinstead.
[1.4.0] - 2026-10-21
Added
- Mocap performs actions for real (full effect needs FPP Origin 0.27.3): recorded hits are real attacks (
replay.real-attacks) with real damage, knockback, sounds and particles; replay bots can die; real players only withreplay.hit-players. Mace smashes and crits work. - Mocap replays real eating, drinking and block breaking, and records potion effects, burning, off-hand swings, totem pops, XP pickups, entity hits and clicks, and bucket water.
- Replay bots use FPP's mocap bot (
--mocap): they look back at a player while standing still and ignore attacks. /ssmp mocap pause|resume [name],stopreplay, and FPP bots can now be recorded.- Map restore reworked: chest contents, signs, flowing water, fire, falling blocks, explosions and other players' building are rolled back.
/ssmp mocap restore <name>andrecording.restore-after-record. - Death Effects: stackable sounds, particles, titles, messages and lightning for death, revive/respawn and other events, in tabs with previews (Settings > Death Sound, Main Menu). Works with proxy lobbies.
- Orbital GUI with strikes, settings and a TNT limit fix button.
- Attribute swap fix built in, applied live, with a restart dialog.
- 5 second countdown before server restarts.
- Random Kit: high-tier armor trims and worn durability per tier.
- Help GUI updated.
Changed
- Direct Commands off hands shortcut names back to other plugins.
- Mocap group size and replay-bot limits removed.
Fixed
- Mocap replay console spam and one bot's error stopping the rest.
- Chat name recolor on new Minecraft versions.
{cause},{player}and{killer}in death effects.
[1.3.1] - 2026-10-16
Added
- Mocap action capture and replay (clip format 3, older clips still play):
- exact body pose (crouch, crawl, swim, elytra, riptide spin), item use (bow draw, eating, drinking, shield, trident), every launched projectile (arrows, tridents, pearls, snowballs, eggs, potions, rockets incl. elytra boosts, wind charges) re-fired with its velocity, dropped items with their real velocity, door/lever/button/gate/trapdoor/note block/bell clicks, container lids, mining crack animation, held item changes stored at once
- Looping replays can walk the bots back to the start with FPP's pathfinder (
replay.loop-pathfind, falls back to a teleport)
Changed
- Mocap replay is cheaper: a stationary bot is not re-teleported, pose/flag changes apply only when they change, hand items are copied only on change, bot lookups are a hash set, crack animation reaches only nearby players
[1.3.0] - 2026-10-15
Added
- Direct Commands toggle (Settings > General,
core.direct-commands.enabled): turn the/team,/nick,/warp... shortcuts without/ssmpon or off - Chat options in Settings > Chat: Distance Obfuscation, Death/Advancement Messages, Nobody Heard Notice, Name Color Fix
- Mute Admin Command Alerts (Settings > Chat): hides the
[Admin: command ...]notices ops see when another op runs a command - Team names with spaces work in commands with hyphens (
Red-Dragons);/ssmp sudoruns commands for FPP bots - Mocap (
/ssmp mocap,/mocap,ssmp.mocap, Settings > Mocap): record yourself, a player or everyone (@a) and replay it with FPP bots- Records movement, pose, gamemode, inventory, block place/break, swing, item use, drop, pickup, damage, death; 5s countdown and a REC boss bar
- Replay: speed, loop, stop-all, loading boss bar; the world (blocks, time, weather) is rolled back to the moment recording began and restored after
- Bots use the exact player name (FPP Origin 0.27.0
--exact), skin, nickname and nick skin; they are invulnerable statues with no AI/PvP - Re-record singles or groups: players return to the original start spot, look, gamemode and inventory
- Kit-style GUI: single mocaps as player heads, groups as chests with a per-player screen; files in
data/mocap/, backups and optional DB sync
Changed
- Database: writes that fail during an outage are journalled (
data/db-pending.json) and retried until delivered; files written while it was unreachable are pushed back instead of being overwritten; mocaps (live-synced between linked servers) and the alt-link graph sync too FreezeManagercan hold scripted statues;NickManagerexposes a player's cached real skin
Fixed
- The garbled copy of a far-away chat message used the real account name instead of the nickname
[1.2.12.6] - 2026-10-15
Added
- Network update prompt: when a linked server stages a verified update, staff with ssmp.network get a chat prompt with [Update all] / [Not now]; Update all makes every linked server fetch the same release and restart one after another with a player countdown (network.force-update, /ssmp network update); servers on an older version are skipped and listed so they can be updated by hand; also a Network Update Prompt toggle in Settings
Changed
- The "activation could not be reported to the dashboard" warning now says why (HTTP status, secret or signature mismatch, or the error)
Fixed
- MySQL pool defaults to 4 connections (capped at 8) with a connect timeout and TCP keep-alive, so several linked servers no longer exhaust a shared host's per-user connection limit at startup
- An unreachable MySQL database (timeout, wrong host, firewall) no longer stops the plugin from enabling: it logs a clear error and runs on local files only until the next restart
[1.2.12.5] - 2026-10-15
Added
- Command shortcuts without
/ssmp:/team,/nick,/warp,/deathlist(/dl),/autokit,/heal,/fly,/flyspeed,/walkspeed,/ping,/invsee,/echest,/vanish,/freeze,/immortal,/respawn,/queue,/backup,/voice,/radius,/orbital,/renderplayers,/buildprotect,/setspawn,/skin,/skinreset - Mocap framework (
/ssmp mocap,ssmp.mocap): data model and FPP bot driver interface, locked behind "coming soon" - Fake Player Plugin version check: staff are told when FPP Origin is behind the latest release (
core.update-checker.fpp-check, notify only) /ssmp nick skincache [clear]shows skin cache size and cooldowns
Changed
- Random nicknames use eight Minecraft-style patterns with random casing and numbers (millions of names, 3-16 characters, no repeats of the last 128)
- Skin lookups are cached (names 6 h, URLs 3 days), duplicate requests are merged, and Mojang/MineSkin rate limits pause all skin traffic together
- Skin names and URLs are validated first, and transient MineSkin failures retry once
- Head icons no longer re-request skinless accounts on every render; donor-pool bad names expire after 12 h
Fixed
- Auto-update never downloaded: releases had no
.sigasset and the build named it...-obfuscated.jar.sig. The build now also writesScripted-SMP-Core-<version>.jar.sig, and the checker accepts a release's single.jar.sig - Staff are told why an update could not be staged
[1.2.12.4] - 2026-10-12
Added
- Backups, on by default:
data/, module configs,lang/andchunk-data/are zipped tobackups/every 30 min, after every plugin update (before migrations) and optionally on server stop - Five kinds (Automatic, Plugin Updates, Server Stop, Manual, Safety), each with its own folder and keep-limit (automatic default 5)
- Backups screen (
/ssmp backup, Main Menu, Settings > Backup): Settings-style tab bar with an All Backups page, one tab per kind and Options; per-backup contents by data set, restore all or one data set, delete - Restores apply on the next start after a safety backup, and are pushed into the database too
/ssmp backup [menu|create|list|restore|delete|cancel|status], permissionssmp.backup/ssmp network merge <dataset|all> [--apply] [--share]merges linked servers' per-server data into one shared copy (preview by default, backup first, DB schema v2)- Update checker reads the full release list: up to date, update available, outdated (3+ behind), pre-release available, running a pre-release, or ahead (dev build).
core.update-checker.channel(stable/prerelease); staff are alerted when a release appears
Fixed
- Server freeze when closing the Settings menu (all module configs were saved on the main thread)
- Slow or unreachable database no longer stalls the server; its log spam is limited
- Join bursts of blocking database reads and remote-change reads on the main thread
- Unbounded AFK and respawn-cooldown maps
Changed
- Config and small data saves are async and atomic; backups run low-priority and skip unchanged data
- Death list and kits sync live between linked servers
- Async name index for tab completion; faster render-players pass and chat packet filtering
[1.2.12.3] - 2026-10-11
Added
- Network module (Velocity/BungeeCord, off by default):
/ssmp proxyGUI, live DB sync of teams, nicks, warps and respawn points, transfers between servers, server picker for warps and queues - One lobby and one spawn for the whole network; queues follow their target server's recording state and can be let into from either server
- Staff (op,
ssmp.admin,ssmp.queue) on a queue's target server right-click its NPC to skip the line, open or closed; sneak opens the queue screen - Lobby tab list is separate from other worlds on the server (
queue.separate-tablist) - Lobby fully isolated from its server (
queue.separate-chat): chat, join/quit/death/advancement messages, /msg /me /say, tab-completed names and voice chat;queue.isolation-staff-bypasslets staff through - Item pickup lock, always on in the lobby
- Linked servers keep their own teams, kits, warps, queues and settings in the shared DB (
network.per-server-data;network.shared-datalists what stays shared, default lobby + nicks) - Lobby settings: Lobby Chat and See Other Players toggles
- Queue NPC label:
[in queue]while prepping,[in server]while recording,[closed] Name; count is[waiting/in server] - Radius: outline hidden while recording, zone shape circle or square
Fixed
- MySQL "Data too long for column" errors: data columns are LONGTEXT, sync merges local changes
- Hikari "idleTimeout is close to maxLifetime" warning
- Joining a backend server bounced players back to the lobby (join redirect is now opt-in:
network.lobby-redirect-on-join) - "Unknown packet id" kick when sent to a server right after joining
- Players let in from a queue were refused by the target's whitelist/full check and dropped back to the lobby
[1.2.12.2] - 2026-10-06
Added
- "null" team: a black team named
null. Members get a random null name and the https://s.namemc.com/i/6f3c1730474f0f7f.png skin, and can't change either while in it. Leaving removes the null name - Staff team permissions: staff teams grant members permission nodes, so staff needn't be ops (Team Settings > Staff Permissions, or
/ssmp team perms <team> [list|add|remove] [node];-nodedenies) - Staff permission nodes replace op-only checks (ops and
ssmp.adminstill pass):ssmp.staff.exempt.autokit,.teamkit,.autoassign,.deathlist,ssmp.staff.keepspawn,ssmp.staff.notify - Lobby settings (Queue GUI > right-click Lobby World): no monster/animal spawning, freeze time or weather, set time and weather, no fire spread, mob griefing or random ticks
- Server List module (Settings > Server List): custom online/max (default 1/1) and hover lines with formatting codes, hex and MiniMessage. On by default
- Death List messages and Death Sound volume/pitch editable in dialogs
Fixed
- Repeating "[INTEGRITY] loaded license classes differ" warning and shutdowns from it: Paper remapped the plugin at load. The jar now declares itself Mojang-mapped; the check runs once per start and an unreadable jar isn't tampering
- Queue NPCs couldn't be right-clicked
Changed
- Death List: with a lobby spawn set, players kicked after dying can rejoin into the lobby
- Recording prep keeps the whitelist open while a lobby spawn is set
- Build protection ignores the lobby world
- Queue NPCs fall back to a zombie without mannequins
- Text dialogs remember your last input
Known issues (null team)
- Names and skins revert over a few seconds after a bulk add or remove, not instantly
- Bots stuck on a null name or skin from earlier builds need a respawn before they restore
- The tab list may need a rejoin to show a change
- Team skin needs the NameMC URL to load; it retries every minute
[1.2.12.1] - 2026-10-05
Added
- Queue module (
/ssmp queue,ssmp.queue): pick a lobby world and set the spawn (/ssmp setspawn); players arrive there on join and after dying (ops and admins keep a bed/anchor),/spawn/hub/lobbyreturn them. The lobby is locked and skipped by auto team, kit and team health/skin. Queues are an NPC players right-click to wait in line, named[open] Name [3]. Admins let in 1, 5, 10, a number or all, and set the NPC's skin - Staff teams (
/ssmp team staff <team>,team create <name> --staff, Team Settings toggle): the team name shows before members' names, not while recording; auto assign skips them - Anti-armor invisibility (Settings > General,
ssmp.bypass.armorvis): removing armor removes invisibility - Death Sound: searchable list of every game sound with preview
Changed
- Actions rebuilt on a shared lifecycle manager. Lying down shows a copy of you in a client-only bed (no pushing, no night skip); crawling uses an invisible shulker. Removed wave/spin
- Fake Player Plugin bots have no spawn restrictions: not sent to the queue spawn, never lobby-locked, exempt from radius zones and freeze
- Build ID (like FPP Origin) in the banner,
/ssmp version,/ssmp infoand plugin.yml; release jars get anRID - Security update: stronger license protection and safer auto-updates
- Every server must activate again once after updating
- ProGuard 7.10.0 release builds (JDK 17-27)
- Main Menu tiles centered
/gamemodeaccepts@a(everyone online, needsssmp.gamemode.others);/ssmp healwith no target heals you
Fixed
- Immortality: players could still die when several hits landed at once