- SuperVanish has a wack permission system, and it didn't work in some rare circumstances. Added back TFMs vanish with the SuperVanish API
- Fixed the permission nodes so admins can see other admins, like how it was in TFM
- fix tossmob not working, sorta revamp it (#259)
- make tossmob and a few other config things toggleable with /toggle (note mp44 and landmines still don't work, i'll probably try and fix those too)
- replace if else statements with switch and catch (yandere dev code type beat)
removed these flags from restricted worlds due to it breaking gravity blocks, redstone, pistons, and various other things, blocks still cant be broken due to the onblockplace and onblockbreak event handlers
idk how to add this but /summon, /spawnmob, /etree, /ebigtree, and any of those commands aliases also need to be blocked due to them being able to bypass these restrictions
- Added Reddit flair sync
- Removed magical saddle because the stacking potato does the same thing
- Some internal improvements
- Fixed bug where if a service throws an error while starting or stopping it breaks the entire plugin
- Update dependencies in pom.xml
- Replace TotalFreedomMod's vanish system with SuperVanish. It's widely supported by many major plugins and does a better job vanishing players
- Fixed a typo in the SQL command for creating admin tables, where the table would not be created on a clean install of TFM
- Update bStats Metrics to latest version
- Remove the VanishHandler
- Sync the permissions.yml from whats on the server. Entries for Essentials and SuperVanish will be added soon
KNOWN BUG:
- Plugins override TFM commands (e.g. Essentials takes over /list instead of giving it to TFM). I noticed that there is a semicolon before every TFM command. (:/ban, :/list), which is the actual TFM command. I have no idea where / how this bug came from. Urgently needs to be fixed.
While executing this during administration I noticed the ratio between execution and response was rather delayed, and I realized it's because the command is waiting for all the tables and grab methods to run before sending the player the enabled/disabled message. This creates a false sense of lag and is as simple as making the message run before anything else, given that the methods run and tables save almost instantly, this won't negatively affect the module or command.