OpGuard v3.1.1
What's new
Update 3.1.1 - Vanilla Commands Patch
Update from: https://github.com/RezzedUp/OpGuard/releases/tag/v3.1.1
Fix the minecraft:<command> variant of each vanilla command.
Update 3.1.0 "The Improvement"
Update log from: https://github.com/RezzedUp/OpGuard/releases/tag/v3.1.0
Update Log:
- Fix compatibility with vanilla commands.
- Update config.yml
- Add only-deop-if-online option.
- The default value is
falseso that offline verified operators can have op removed. - That way, for example, if you have a rogue staff member, they can be deoped while being offline.
- The default value is
- Add exempt commands options.
- OpGuard may interfere with some commands, so adding commands to the exempt-commands list will prevent errors caused by Opguard.
- The enable-exempt-commands option must be
truein order for the exempt list to work. - All vanilla commands will always be exempted.
- Add config list migration.
- Before there was no need for list migration, but it's certainly necessary now with options like punishment-commands in the config.
- Add only-deop-if-online option.
Update 3.0.0 "The Rewrite"
Update log from: https://github.com/RezzedUp/OpGuard/releases/tag/v3.0.0
The entire plugin has been rewritten from scratch; it has almost no resemblance to 1.x - 2.x, internally at least. That's not the only thing about this update, though, many new things were added!
Update Log:
- Add permissions checking
- Players with access to all permissions ('*') must also be verified operators, otherwise they will be punished.
- This can be disabled in the config.
- Add plugin catching
- When a plugin is caught in the act of setting op, OpGuard will disable that plugin.
- The caught plugin will also have its .jar file renamed to prevent re-enabling.
- This can be disabled in the config.
- Note: OpGuard cannot catch every plugin that sets op. When a plugin sets op and OpGuard can't catch it, the op list will be corrected as usual, but the plugin will not be disabled: it's up to you to find the offending plugin (just like it was in 2.x).
- Update configuration
- config.yml no longer stores op data.
- The config now contains comments explaining what each option represents.
- Options from the old config are seamlessly transferred to the new config; users should not have to manually port anything from the previous config. Just in case something does go wrong in the migration process, the old config is backed up.
- More options are configurable, including:
- Multiple punishment commands
- Prefix editing
- More control over what actions are logged, warned, and punished
- Config locking (if lock is true, op data and the config may not be modified in game or in console)
- Update /opguard
- If a password is set, it must be included in /opguard reload. This will prevent tampering with the config.
- Update command blocking
- If a plugin tries to force a player to run /op, /deop, or /opguard, that plugin will be caught and disabled.
- Update absolutely everything under the hood (technical junk)
- Static abuse? Nope. It's all gone!
- Abstracted OpGuard with all implementing classes as restrictively accessible as possible.
- Created a completely custom config template system for easy updating.
- Fully converted OpGuard to use Maven. Before, it was just using Maven for dependencies... but now it's used for building too (as it was intended to be used).
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