v1.0.7-1 Changelog
- Fully fixed tps and lagg issue because of leaderboard hologram.
- Added feature so only a start and end is needed to start a parkour not a
checkpoint is needed.
- Fixed reset look position.
v1.0.6-1 Changelog
Fixed language files not loading — plugin now extracts all 23 language files to the languages/ folder on first start
Fixed prefix not updating when editing a language file
Fixed /parkour reload not refreshing messages after config edits
Set version to 1.0.6-1
Fixed leaderboard hologram entity count.
Dynamic TextDisplay Holograms
Bring your parkour courses to life with fully customizable floating holograms powered by Paper's native TextDisplay entities. Each hologram type — start, end, checkpoint, and leaderboard — can be configured independently with its own appearance settings.
Features:
Per-type customization — style start, end, checkpoint, and leaderboard holograms separately using /parkour sethologramdisplay <name> <type> <property> <value>
MiniMessage & legacy color codes — full support for both MiniMessage syntax (<gradient:gold:yellow>Text</gradient>, <rainbow>, <bold>, etc.) and classic & color codes anywhere text is configured
Background color — set a custom hex color (#RRGGBB), make it fully transparent, or keep Minecraft's default dark panel
Billboard modes — center, fixed, vertical, or horizontal facing
Scale — resize any hologram from tiny indicators to large displays
See-through — render holograms visible through walls
Live leaderboard — auto-updating top times displayed as a floating board, configurable refresh interval
%best_time% placeholder — show the current world record directly on the start hologram
Moveable — reposition any hologram independently of its plate using /parkour movehologram
Holograms are automatically created when you set a start, end, checkpoint, or leaderboard plate, and persist across server restarts. Fully compatible with Paper 1.19.4+.
V1.0.5-2
Fix with start pressure plate look position
added minimessage support
ParkourPro & ParkourProLite — v1.0.5
A focused bug-fix and quality-of-life update addressing several reported issues and adding a handful of useful improvements.
Bug Fixes
Death handling — Players who die during a parkour run now keep their inventory and respawn at their last checkpoint or reset location, instead of being sent to world spawn.
Inventory restore — Parkour items are now properly cleared before the player's saved inventory is restored, fixing a bug where items wouldn't return to slots 3, 4, and 5.
Pressure plate spam — The "already in parkour" message is now debounced (10-second cooldown), so stepping on a plate repeatedly no longer floods chat.
Command block teleports — Teleports triggered by command blocks no longer accidentally cancel an active parkour run.
Admin bypass scope — Admin bypass now only applies to /parkour subcommands, not to all commands while in parkour.
Wizard double-fire — Item-use events in the creation wizard are debounced to prevent double activation on 1.8.
Item Lore Rework (ParkourPro only)
The hidden §0PK: marker previously appended to item lore has been removed entirely.
Item type is now detected by material + display name, giving you full control over lore.
Default lore in config.yml is now &6PK:&eTELEPORT, &6PK:&eRESET, and &6PK:&eCANCEL — fully editable or removable.
Messages
Any message in messages.yml can now be silenced by setting it to "" — no message will be sent at all.
Discord (ParkourPro only)
The /scoreboard command description and option description are now configurable via config.yml:
yamldiscord:
command-description: "Show the top players for a parkour"
option-description: "Name of the parkour (auto-detected if only one exists)"
/parkour reload now re-registers the Discord slash command instantly — no server restart needed when changing descriptions.
The parkour argument for /scoreboard is now optional — if only one parkour exists, it is auto-detected.
Thanks for all the reports and feedback that made this update possible. As always, feel free to open an issue or reach out if you run into anything!
This update brings a highly requested feature — a full parkour locking system — alongside a wave of fixes and improvements across the board.
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LOCKING SYSTEM
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Parkours can now be locked behind a required permission node and/or the completion of another parkour. Both conditions are checked asynchronously when a player tries to start, so there's no performance impact. Locks can be toggled globally via config (locks.enabled) or on the fly with /parkour togglelocks. New commands /parkour setrequiredpermission and /parkour setrequiredcompletion let you configure these conditions per parkour without editing any files. Lock status is saved and loaded alongside the rest of the parkour data.
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COMMAND & TELEPORT EXPLOIT FIX
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Players can no longer use commands or teleport during an active parkour run, closing a commonly abused loophole.
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DEATH & RESPAWN
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Death handling now properly falls back to the last checkpoint, or the start if none is set. A toggle in the config controls whether this behavior is enabled by default.
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QUIT & INVENTORY FIX
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Inventory restore and reset now only trigger when the player is actually in a parkour, preventing items from being incorrectly wiped when using Multiverse or similar plugins.
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LEAVE & FLIGHT
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Forced flight is no longer enabled when leaving or finishing a parkour, which was causing unintended behavior for players without flight permissions.
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ACTIONBAR FIX
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Added a safe fallback to prevent a NoSuchMethodError crash on servers running 1.8.
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CHECKPOINT & IRON PLATE DETECTION
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Iron pressure plate detection has been expanded so checkpoint plates are recognized more reliably.
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SETEND FIX
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Corrected a location comparison bug in the /parkour setEnd logic that was causing incorrect end point behavior.
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PARKOUR CREATION WIZARD
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Sync and removal handling in the creation wizard has been adjusted for more consistent behavior.
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LITE FIX
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Restored the addcheckpoint command case in ParkourProLite — checkpoint setting was broken and is now working again.
