| Commit message (Collapse) | Author | Age | Lines |
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No breaking changes here.
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to JsonObject for those who choose to use it.
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displayed to the client. Fixes SPIGOT-125
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the timings command
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CUSTOMIZED world types
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* commit 'ae5150a6647865dbb5669b1dee355773a7d2e06b':
Remove old bukkit command permission nodes.
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master
* commit 'b630b9794157e0fde361d786e4a583514c7f23ee':
Add support for levers being attached up and downwards. Fixes SPIGOT-177.
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Fixes SPIGOT-177.
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~DMCK2B/bukkit:feature/implementDepthStrider to master
* commit '07351b62c810c306e076d49ddf0a5b74c57e9351':
Implement the Depth Strider enchantment in the API
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PlayerInteractEntityEvent
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to master
* commit 'b6c156daa6d98920e14f04b68a88692e5cef602c':
Support the new Rotation values.
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For more information please see http://www.spigotmc.org/
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Up until Minecraft version 1.5 it was not possible to teleport entities
within vehicles. With the 1.5 update came the change in the Minecraft
teleportation logic to dismount before teleporting the entity, if
applicable.
This commit simply ammends the JavaDocs for the associated CraftBukkit
half regarding the action the teleportation methods will take before
completing a teleport.
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When a player dies their inventory is normally scattered over the the area
in which they died. Plugins should be able to modify this behaviour by
defining whether or not the player's inventory will be dropped on the ground or
waiting for the player when they eventually respawn.
This commit adds the methods required to the PlayerDeathEvent for plugins
to be able to incorporate the behaviour mentioned as a simple boolean
flag.
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"Fish" is a badly named class to represent a fishing hook due to the
possibility (or lack of) that Minecraft may be getting fish entities.
This commit provides potential future compatibility by deprecating the
existing Fish class and moving the methods to a new class: FishHook.
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When tab completing /deop, a potentially large set of players is used for
finding suitable player names. This potentially large set of players can
cause performance concerns on servers. To fix this, only the set of
operators should be considered for the /deop tab completion where the
player set is much more relevant and follows suit with other commands
which employ "more specific" player sets when possible. This commit adds
this more efficient behaviour.
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When we added the new API in EntityDamageEvent to give control over the
various things that modify the final damage done we caused a change in
behavior for users of the old #setDamage(double) method. Before changing
the damage would happen before the modifiers were calculated so they would
be based on the final damage value from the event. Now they are calculated
at the beginning so changing the damage does not change the modifiers.
To allow the old style and the new to coexist we now expose the vanilla
modifer calculations to the event in the form of Function objects. These
are used in #setDamage(double) to calculate the difference in the modifier
between the old damage and the new and apply this difference to the current
modifier. The difference is between the vanilla values for both damage
values and is applied on top of the event's modifier value as this should
make old and new API usage work together in a way that isn't surprising.
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This commit adds API for the enchantment, armor, potion and other
modifications to damage done to an entity. These damage modifiers are each
editable editable via a getter and a setter. This addition allows for more
accurate modification and monitoring of damage done to/by an entity, as it
displays the final damage done as well.
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