When players using the horseman kit win a game,
they never die, which is the only time that spawned
horses are removed. To fix this, at the end of the
game all horses belonging to players that have survived
are explicitly removed, which removes all remaining horses.
* Removed all the halloween related items:
- Haunted chests can only be opened if player already had ammo
- Removed Halloween theme from the hub
- Removed pumpkins from in-game
* Added Halloween items to the Omega Chest
* Fixed weight for items in the omega chest
* Changed Disk to Disc in RewardManager
Changed values for omega rarities
* Final commit (removed win room test command)
* Removed Halloween words from Draw My Thing and Master Builders
* Fix some bugs, improve Skyfall and add Skyfall Teams
* re-enable debug
* Fix Perks not being unregistered from the EventHandler
* Remove unused import
* Remove unused imports
* Initial Commit
* Update
* Bunch of new stuff
* Fixed fletcher arrow typo
* Added reward pet, fixed typo, tweaked lose cinematic
* Lots of tweaks and fixes with QA
* Cleaning up a little code
* Removed debug message on prince death
* Added nighttime to halloween game lobby maps
* Tweaked spawn rates and mob caps
* Typo
* Tweaked texts, cleaned import and cleared all mobs from boss cinematic
* Fixed creepers not getting properly removed during boss cinematic
* Reward typo
* Fixed rare NPE
* Typos
* Tweaked mini zombie
* Typo
* Prevent zombie from spawning minis after being removed
* Tweaked wave announcements + formated WaveVictory
* Changed color of prince tag + formated ZombieSpawner
* Fixed (another) rare NPE
* Tweaked boss wave cinematic
* Internal:
Changed imports from java.awt.Color to org.bukkit.Color
External:
Added Double Jump Halloween
Added Arrow Trail Halloween
Added Pumpkin Hat
* Internal:
Fixed Arrow Trail Halloween
Added new methods to ParticleData
Renamed playerNPC to _playerNPC (WinEffectLavaTrap)
Removed unecessary method (WinEffectManager)
Added a command to test win rooms properly
Fixed Squid Morph not showing name unless players hovered over it
Created a Manager for the Morphs so we avoid using deprecated methods
External:
Added Halloween Win Room
Added Grim Reaper Morph
Added Headless Horseman Morph
Added Nightmare Steed
* Internal:
Renamed RewardType enums to have upper case
External:
Added Halloween Death Effect
Added Haunted Chest
Added Baby Zombie Jockey Pet
Changed the names of the items
Added Grim Reaper pet
* Slack integration to test stuff (Will not be in the code in the last commit)
* Fixed Grim Reaper Hoe not being removed after the morph is disabled
* Details for the Haunted Chest
* Details for all the items (lores, icons, texts, effects, etc)
Removed Headless Horseman Morph
* Fixes for lores and names
Support server stuff
* Fixes for the Lock and Unlock cosmetics commands
* Fixes for the Grim Reaper Morph
* Fixes for the Grim Reaper Morph
Removed debug messages
* Fixed a memory leak. Thanks to Sam
* Fix imports
* Removed unused code
Added javadocs to UtilTextBottom#displayProgress()
Added javadocs to UtilAlg#getRandomLocation()
* Removed Death Effect
Increased Arrow Trail particles
Increased Double Jump particles
Somehow, IdleManager was keeping Player references loaded
despite having removed them on PlayerQuitEvent.
This may be because of the runnable scheduled for 5 ticks after a teleport
which would insert players after they quit.
In any case, this was keeping entire worlds loaded in UHC. Pretty bad.
Moral of the story? Use UUIDs!
* Tweak team locations to accommodate MPS'
Disable certain commands from being used.
* Change PlayWire things.
* Update MPS locations.
* Update.
* Remove debug
* Remove debug. Ty Sam
* Game Lobby update. Phase 1.
* Correctly apply kit data to players who use the next best game feature.
* I can do integer comparisons, I promise.
* So much stuff, all minor.
* Suck it Carl.
* Fix Party bug.
Update LobbyManager
* Allow QA to test KitProgression @shaun cherry pick this plz.
* Proper generation check (testing)
Remove debugging from NextBestGame
* Correct Amplifier looking direction.
Fix Death tag hard coded kits
Misc podium work.
* ClansHub and Tweaks to the lobby manager
* WA Tweak.
* Earth Cost issue
* Instances of "Tip" to "Thank"
* PC-930
Fix an infinite loop when the game ends.
* PC-959
Fixes an issue where people could spam drop grenades.
* PC-668
Cosmetic Set bonuses no longer carry into MS games
* Changes metal's passive
Metal's passive is now that it gains 0.5 hearts per armor piece. This
avoids the problem of being unkillable
* Convert OITQP into a module based system.
* More magic modules
* Achievements and Stats
* Achievement menu update
* Removed some Util methods I added that were never used.
* Missed a few things
* To Alex, Love Sam
* Gem and achievement kits
* basic prototype of the game Skyfall
* new crumble mechanic
* Developing basic game with basic mechanics and basic kits.
* Fix merge issues
* Add Supply Grop and Deathmatch and change map crumbling
* Make cosmetical changes for QA and add Stat Trackers and Achievements
* Add version requirement
* Change scoreboard layout
* Dont crumble the first island, but the islands over the spawn points
* Remove Surefoot, fix TNT, remove boats and remove elytra on contact with water/lava
* Unused imports
* Fix kit description, modify island crumbling and add ring damage
* Revert to normal crumble values
* Add Javadoc
* Remove more unused imports
* Check for material data on ring generation
* Add Block effect for Booster Ring recharge
* Unused imports...
* Add Elytra removal message and countdown
* "Fix" food issues and some other minor things
* Add chest refill to scoreboard from beginning
* Fix supply drop
* Unused imports.....
* Re-enable Anti Cheat
* Add java doc, remove system messages and add exeptions
* The end of the great label debate
* Fix method naming conventions
* Remove more labels
* Disable Booster kit
* PlayWire integration.
* Tweak PlayWire display.
Update the GUI command.
Temp set cooldown to 10 seconds for testing *WILL BE REMOVED*
* PlayWire stuff.
* PlayWire streaks and tweaks.