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[1.2.12.3] - 2026-10-11

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@Pepe-tf Pepe-tf released this 11 Oct 00:28
· 1 commit to main since this release

Added

  • Network module (Velocity/BungeeCord, off by default): /ssmp proxy GUI, 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-bypass lets 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-data lists 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