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<aqua>[1.5.4] <gray>- <white>(COMING SOON)
<lime>+ <white>FIX: <green>Active-spawner glow outline now actually renders (previously used Interaction entities which are silently glow-immune — the feature has never worked since v1.2.27). Opt in via <yellow>spawner-waves.glow-active-spawners<green>.
<lime>+ <white>NEW: <green><yellow>spawner-waves.glow-mode<green> — set to <yellow>chamber-remaining<green> to light up every uncleared spawner in the chamber while any wave is active, not just the spawner currently firing. Solves "where's the one I missed?".
<lime>+ <white>NEW: <green>Public <yellow>ChamberEnteredEvent<green> / <yellow>ChamberExitedEvent<green> for sibling plugins reacting to chamber presence (TCP-MythicTrials uses these for its in-chamber HUD).
<aqua>[1.5.3] <gray>- <white>(COMING SOON)
<lime>+ <white>FIX: <green>Update checker no longer misreads <yellow>-mc26<green> release tags as an older version, so update notifications are accurate on both the Paper and mc26 download tracks.
<aqua>[1.5.2] <gray>- <white>2026-05-27
<lime>+ <white>NEW: <green>In-game update reminder. Admins now see a one-line "You are using vX, latest is vY" message with a clickable <yellow>[Download Latest Version]<green> link to Modrinth when they log in (and once on detection if already online). No in-game spam.
<lime>+ <white>FIX: <green><yellow>/tcp reset<green> no longer silently fails when a previous reset for the same chamber is still in progress — the duplicate-request log line is now a visible warning instead of a hidden FINE entry, so admins see why it bounced.
<lime>+ <white>FIX: <green><yellow>/tcp snapshot create<green> now actually verifies the DB link before claiming success. Previously a failed DB update could leave the .dat file on disk but the chamber row pointing at nothing, so the next reset logged "No snapshot found" and skipped restoration.
<lime>+ <white>FIX: <green>Tab-completion suggests <yellow>/tcp loot audit<green> (the 1.5.1 command worked but wasn't autocompleted).
<aqua>[1.5.1] <gray>- <white>2026-05-27
<lime>+ <white>NEW: <green>Per-chamber spawner cooldown can now <yellow>Match Chamber Reset<green> — set in Chamber Settings, spawners rearm right as the chamber resets.
<lime>+ <white>NEW: <green>Snapshot reminder: admins are pinged on login (and every 30 min) when discovered chambers are missing snapshots and can't be reset. Toggle under <yellow>discovery.snapshot-reminder<green>.
<lime>+ <white>NEW: <green><yellow>/tcp loot audit<green> — lists pre-1.5.0 loot entries that lost their NBT (e.g. "enchanted book" rows that drop plain books). The loot editor also flags them with a <yellow>⚠ Legacy entry<green> badge; re-add to restore enchantments.
<lime>+ <white>CHG: <green>Pending-reset console output coalesced: one summary line per scheduler tick instead of one line per chamber.
<lime>+ <white>CHG: <green>Default vault cooldowns now <yellow>0<green> (vanilla — locked until chamber reset). The old <yellow>-1<green> default was being clamped to 0 anyway.
<aqua>[1.5.0] <gray>- <white>2026-05-26
<lime>+ <white>FIX: <green>Vaults in older chambers no longer hand out vanilla trial loot (crossbows, poison arrows, etc.) instead of your configured loot tables. On servers with 100+ chambers the cache was evicting older ones, which made their vaults fall back to vanilla and ignore loot-table edits.
<lime>+ <white>FIX: <green>Automatic resets that failed with "StandaloneCoroutine was cancelled" and flooded the console with <yellow>Trial Spawner ... has no detected players<green>. Resets now complete cleanly, so spawners reset properly and the spam stops.
<lime>+ <white>FIX: <green>When many chambers were due at once they all reset together and tanked TPS. Resets are now throttled and spaced out (<yellow>global.max-concurrent-resets<green>, <yellow>global.reset-stagger-seconds<green>).
<lime>+ <white>FIX: <green>Players are no longer teleported into walls (and suffocated) when a chamber resets while they're inside — the exit scan now finds a verified-safe spot outside the chamber.
<lime>+ <white>FIX: <green>Loot items added through the editor keep their enchantments, potion effects, custom names and NBT (no more "enchanted book with no enchantment" or water bottles).
<lime>+ <white>NEW: <green>Loot editor <yellow>Bulk add<green> — open a chest and drag/shift-click any number of items in to add them all at once; remove an entry with <yellow>Q<green>/drop.
<lime>+ <white>NEW: <green>Procedural dungeon generation — build modular rooms with jigsaw-block doorways, then <yellow>/tcp dungeon generate<green> stitches them (with rotation) into a chamber. See docs.
<lime>+ <white>NEW: <green><yellow>/tcp list<green> is now paginated (no more 100-line chat spam), and <yellow>/tcp list current<green> tells you which chamber you're standing in (or the nearest).
<lime>+ <white>NEW: <green>Optional <yellow>global.use-fawe<green> to place blocks via FastAsyncWorldEdit during automatic resets (Paper-only) to reduce lag on large chambers.
<lime>+ <white>NEW: <green>Optional <yellow>global.reset-require-confirmation<green> — due chambers wait for an operator to confirm via <yellow>/tcp reset pending<green> / <yellow>/tcp reset confirm<green>, then run staggered.
<lime>+ <white>NEW: <green>Public <yellow>ChamberClearedEvent<green> for plugin developers. Fires once when every trial spawner inside a registered chamber has completed a wave in the same reset cycle — i.e. the chamber was cleared in one continuous run. Carries the chamber, the cumulative set of participating players, and the run duration. Designed to power progression plugins (per-player chamber tiers, run-based achievements, leaderboards).
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