Phase 492 - Rewritten EntityMove check & Research Engine Upgrades
Completely rewritten the EntityMove check with the use of vehicle attributes but also new calculations.
Simplified the way cross-server notifications are distributed to avoid confusions between users.
The Maximum Checked Players feature will now iterate properly though some of its information.
Compatibilities will attempt to send Awareness Notifications when failing to load.
The Cloud feature will no longer impact the “server_name” option in settings.yml.
Potentially corrected a NoFall water bucket false positive. (MinecraftSGP message me if not fixed)
Optimized the Cloud feature with less specific error handling.
Implemented a new Cloud sub-feature to command the plugin to send customer-support information.
The Cloud feature will now refresh for the first time after the Research Engine handler has completed its caching.
Cache stored by the movement event will now be specific to the vehicle the player is riding.
Improved the effectiveness of the False Positive Detection by making it run on violations not containing a prevention which will allow for premature learning.
The False Positive Detection will now have a 2MB limit in the data it can retain in its memory, although there have been no reported issues.
The False Positive Detection will now round integers to the nearest of 5 to improve stability.
Improved the compatibility of Ultimate Statistics with more useful calls and less code checks.
The Vehicles compatibility will now provide more accurate and less lenient results.
Pistons will now be accounted for in the water detection of the Speed check.
The evidence algorithm of the Player Profile object will now search for false positives instead of just problematic detections.
The evidence algorithm of the Player Profile object will now calculate the days based on your first significant violation till now instead of days you had violations recorded.
The evidence algorithm of the Player Profile object will now decide whether a player is suspected or a hacker based on the amount of suspicions instead of level of individual suspicions.
Evidence of hacking or suspicion will now be held longer in the memory for offline players to save performance.
Brought performance & accuracy improvements in the way the Speed check caches its limits.
Inventory menus and certain calculations will now use more accurate results of a player’s violation history.
The overall history of a player will now be based on the amount of unique dates instead of the total collected amount of dates.
The main inventory menu will no longer process multiple versions of itself for a single players, which could potentially happen in a time of server lag or spam while already loading.
Rewrote a part of the punishment algorithm to run faster, be more reliable with its results and have no limit to how many checks a player can be punished for.
Combat-based calculations of the Research Engine handler will now be returned to their original values if not enough data is available.
Implemented a new checks.yml configuration option for the GhostHand check: check_fully_solid_blocks_only