GuardSpigot 1.12.2 has been recoded to to prepare for better version development!
New version include all previous updates + this new ones:
- AntiChunkBan
- ArmorStand Anti-Lag machine
- Mob Spawner ingore grass condition
- Toggleable golem fall damage
- IP_TOS netty enable
- AntiPortal GodMode Exploit
GuardSpigot 1.12.2 has been recoded to to prepare for better version development!
New version include all previous updates + this new ones:
- AntiChunkBan
- ArmorStand Anti-Lag machine
- Mob Spawner ingore grass condition
- Toggleable golem fall damage
- IP_TOS netty enable
- AntiPortal GodMode Exploit
- Implementation of Per player mob spawn. If on server is limit 70 monsters and there's online 4 players, every player will got 70/4=17-18 monsters spawned around him (in him view distance). Default vanilla mechanic would spawn monsters randomly on world! It's great options for skyblocks
- Chunk unloading optimization - removed iteration every chunk. For example if you had loaded 20 000 chunks and player leave it iterate 20 000 chunks to compare - that's horrible and with 20 000 chunks did 100ms lag spike. Now delete is instant!
- Disable respawn screen option
- HUGE OPTIMIZATION! EntityTracker is handled totally ASYNCHRONOUS
- EntityTracker tracks everything that happens in the world - such as pearl throwing, potions, TNT explosion animation, falling blocks, etc.
- All actions of the player - throwing pearls, potions, items are handled ASYNCHRONOUS
- Packets sent from the server to the player are ASYNCHRONOUS
- EntityTracker has been optimized not to do as many refreshes for each player, it only refreshes when the player needs it. Previously, with more players, it could have been several hundred times per tick! Now it has been reduced by over 90%
- Optimized send packet nearby alghoritm from linear complexity to constant complexity (example: for near 50 players algorithm will multiply calculation ONCE instead of 50 times)
- Remove world counting entities and remove streams
- Added option to set playerThreads and chunkThreads
- EntityTracker is handled totally ASYNCHRONOUS
- All actions of the player - throwing pearls, potions, items are handled ASYNCHRONOUS
- Packets sent from the server to the player while action handling are ASYNCHRONOUS
- EntityTracker has been optimized not to do as many refreshes for each player, it only refreshes when the player needs it. Previously, with more players, it could have been several hundred times per tick! Now it has been reduced by 90%
