Gun System Rework

Hello all,

I have finally managed to finish merging CrackShot features into our own gun plugin. Thus I am proud to announce the end to the months-long code refactoring process in GunColony. Our code is now cleaner and better than ever, and it now gives us far more control over the game and will allow us to update the server much more easily in the future.

I have also added a few more variables to the spread system of weapons, particularly with moving and spraying inaccuracy. I will be rebalancing some of our weapons to use this new system better.

The CrackShot merge is a huge rework to our code, so there might be bugs that we have missed in our test process. If you spot a bug, please report it in the Bug Reports section in the forums!

Anti-Xray Optimization

Hello all,

We have updated the Anti-Xray plugin on the server so it runs much smoother, while still maintaining low false-positives. The anti-xray now has a field of view limit (it will now hide enemies behind the player no matter what), and we have also optimized the number of blocks that are checked. (It does a rigorous full check close to the observer as well as the target, but only checks a few blocks on the way between.)

The new system consumes less than 0.04ms average tick time between a pair of active players (around 4-5 times down from previously). This means that it will take at least 1250 such player pairs for the server to begin lagging – equivalent to a 25vs25 game (more than the max player limit in one game) where everyone is moving around (in reality many people stand still and that reduces the required amount of checks even further). This means that you can finally enjoy the server without any lag from the anti-xray system.