You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: CHANGELOG.md
+14-1
Original file line number
Diff line number
Diff line change
@@ -4,6 +4,19 @@ All notable changes to this project will be documented in this file.
4
4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
5
5
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
6
6
7
+
## [2001.2.5]
8
+
9
+
### Added
10
+
* Added `/ftbchunks waypoint add <name> <pos> [<color>]` command, to add waypoints from server-side
11
+
* Name can contain spaces if it's quoted
12
+
* Pos is a standard blockpos spec, e.g. `~ ~ ~` for the player's current pos
13
+
* Color is optional; either a chat color or, if omitted, a random color is picked
14
+
15
+
### Fixed
16
+
* Fixed a couple of claim and force load limit issues
17
+
* Max claim/force limits weren't synced to clients when changed in server config
18
+
* Team claim/force limits weren't always correctly recalculated when a player joined/left a team
19
+
7
20
## [2001.2.4]
8
21
9
22
### Fixed
@@ -16,7 +29,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
16
29
* Added a team property to control whether PvP is permitted in a team's claims
17
30
* If PvP is prevented, then if either the attacking player or the attacked player is in such a claim, PvP damage will be cancelled
18
31
* Can be controlled by server admin with the server config "Allow PvP Combat"
19
-
*"always" (default) allows PvP everywhere
32
+
* "always" (default) allows PvP everywhere
20
33
* "never" prevents PvP in all claimed chunks
21
34
* "per_team" allows teams to configure PvP for their claims via new team property "Allow PvP Combat"
22
35
* Not 100% guaranteed to prevent all forms of PvP damage, but direct or projectile damage is prevented where the damage source can be traced back to a player
0 commit comments