Releases: JustBru00/NetherCubeParkour
Version 2.0.0
Version 2.0.0-RC4 has been in the wild a long time now. I haven't heard of any bugs.
As such I am officially releasing version 2.0.0 for production use. If you are still running NetherCuberParkour version 1.x, you will want to follow the migration instructions for EpicIceTrack v2.0. https://github.com/JustBru00/NetherCubeParkour/wiki/Migration-from-NetherCubeParkour-v1.x-to-EpicIceTrack-v2.0
Please let me know if you find any bugs,
JustBru00
Version 2.0.0 Release Candidate 4
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Fixes issues with first time startup.
Version 2.0.0 Release Candidate 3
~ Fixes issues with new maps in player data storage
Version 2.0.0 Release Candidate 2
Adds soft-depend on Multiverse-Core as per @SethTheLasersloth
Version 2.0 Release Candidate 1
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[#23] Rebranded plugin from NetherCubeParkour to EpicIceTrack.
+
{#20] Added bStats metrics.
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[#18] Gracefully handle missing top times leaderboard hologram location.
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Changed file storage system. Now uses a separate file for each player.
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Added /trackadmin migrate
for migrating from old data.yml to new storage format. See wiki page for instructions on migrating from NetherCubeParkour v1.x to EpicIceTrack v2.x.
Version 1.8 Release Candidate 2
~ [#13] Improved end of lap time messages.
Version 1.8 Release Candidate 1
Version 1.7 Release Candidate 2
Changed boat exit to only end the timer.
Version 1.7 Release Candidate 1
- [#14] Adds configuration options for inventory clearing and for giving of the barrier block.
clear_player_inventory_on_join
give_barrier_block_to_middle_slot_on_hotbar
- [#12] Removes the boat if a player leaves it. Also stops the playertimer.
This release has been tested but not extensively. Make sure to take backups before using in a production enviroment.
Version 1.6 Release Candidate 7
Adds config option for checkpoint system.
Makes data saving of player data async in most cases.
Only exception is when we create data for a new player or add new maps
to an existing player.
I will need to do quite a bit of redesign in order to make those async.