One timeline for the Minecraft server and VoidedCore, VoidedClient, network integrations, and the website. See what was added, updated or removed in each release.
Fully custom boss kinematic controller with acceleration, braking, turn-rate and world-space heading.
Custom boss thinking loop with arena-only target scoring and target hysteresis.
Updated
Boss model orientation now follows the custom heading vector directly, fixing bosses walking toward players side-on.
Crypt Warden rebuilt as a compact asymmetrical revenant knight with tapered armour, shield, chained censer, narrow death-mask and broken funerary crown.
Disengaging bosses return to their dormant marker through the same custom movement engine.
Removed
Reliance on Bukkit yaw conventions for boss model facing.
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Minecraftv6.14.05 Sep 2026
Crypt Warden Model Rebuild
Added
Focused next-generation Crypt Warden ArmorStand model with compact revenant-knight proportions, layered pauldrons, crypt shield, chained soul reliquary, recessed soul core, skull-mask helmet and broken funerary crown.
Updated
Crypt Warden now uses a tighter no-gap visual lattice, smaller detail parts and separated depth planes to improve silhouette quality without the floating-block look.
Crypt Warden nameplate height is now configurable per boss model.
Removed
Previous oversized block-humanoid Crypt Warden layout used as the visual baseline.
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Minecraftv6.13.15 Sep 2026
Boss Hurt Tint Fallback
Added
Reliable red hurt feedback for ArmorStand block-model bosses using native HURT status plus an equipment-tint fallback.
Updated
Hurt flashes reuse the existing model ArmorStands, extend cleanly across repeated hits, and restore each original helmet exactly.
Removed
Dependence on EntityEffect.HURT alone for helmet ItemStacks, which many clients do not tint.
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Minecraftv6.13.05 Sep 2026
Smooth Articulated Boss Rigs
Added
20 Hz close-range articulated boss animation with adaptive distance throttling.
Connected hip/knee and shoulder/elbow limb-chain motion with planted footsteps and per-boss gait profiles.
Updated
Boss gait phase now follows real movement distance for smoother turns and low-speed motion.
Crystal Colossus, Grove Guardian, Infernal Behemoth, Crypt Warden and Void Titan now use distinct movement profiles instead of one generic rigid swing.
Removed
Rigid single-pivot limb swing and fixed minimum gait-phase jumps that made bosses slide or pop.
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Minecraftv6.12.35 Sep 2026
Native Boss Hurt Flash
Added
Vanilla red hurt animation across the full ArmorStand boss model.
Updated
Boss hit feedback now broadcasts Minecraft's native EntityEffect.HURT to every visible model part instead of changing block materials.
Boss ArmorStand helmet parts now remain axis-aligned instead of using arbitrary pitch/roll rotations.
Per-part yaw is snapped to 90-degree increments to preserve directional detail without diagonal cube geometry.
Removed
Diagonal boss-model blocks and the associated clipping/jitter caused by free-angle helmet poses.
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Minecraftv6.12.15 Sep 2026
Boss Visual, Hurt Flash & Disengage Movement Fix
Added
Full-model red hit flash when a shared boss takes damage.
Configurable walk-home disengage return speed and arrival distance.
Updated
DISENGAGING reuses the same boss runtime and now physically walks the model back to its dormant marker instead of waiting and teleporting.
Boss model transforms are deduplicated and dense lattice/depth spacing is widened slightly to reduce overlapping helmet blocks and z-fighting.
Arm attachment and spacing were refined across all built-in boss rigs while preserving dense no-gap silhouettes.
Removed
Delayed disengage teleport behaviour and duplicate/coplanar visual parts that caused model flicker.
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Minecraftv6.12.05 Sep 2026
Deep 3D Boss Model Rework
Added
All five built-in bosses now use substantially denser multi-layer ArmorStand rigs with real front/back depth instead of one-block-thick silhouettes.
Void Titan gains layered astral armour, thick limbs, a deep mask and segmented broken halo.
Crystal Colossus gains a hunched beast body, giant 3D fists and a jagged asymmetric crystal spine.
Infernal Behemoth gains a barrel-shaped demon body, furnace cavity, oversized layered fists and swept horns.
Grove Guardian gains a twisted thick trunk, root mass, branch limbs and layered canopy.
Crypt Warden gains deep plate armour, thick greaves, shield arm, chained relic and rear cape details.
Updated
Visual model density is increased while proximity virtualization and the hard three-Slime hitbox cap remain unchanged.
Removed
Single-plane boss bodies that looked like flat Minecraft block cut-outs.
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Minecraftv6.10.25 Sep 2026
Compact Crypt Warden Model Rework
Added
Dense overlapping ArmorStand lattice for the Crypt Warden with layered 3D torso, connected limbs, compact skull/crown, soul core, relics and asymmetric ruin details.
Small-ArmorStand helmet pivot normalization so detail pieces align with the main body.
Updated
Crypt Warden visual spacing reduced substantially to remove the exploded/wireframe appearance while retaining the 3-hitbox combat cap and virtualization protections.
Removed
Large daylight gaps between adjacent Crypt Warden model pieces.
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Minecraftv6.10.15 Sep 2026
Boss Disengage & Hitbox Storm Hotfix
Added
Idempotent hitbox maintenance with a hard 1โ3 Slime cap and startup cleanup of orphaned legacy boss hitboxes.
Five-second runtime materialisation recovery guard to prevent repeated boss reconstruction loops.
Updated
DISENGAGING now reuses the existing boss model, logical root, nameplate and hitbox set instead of spawning a replacement encounter.
Returning dormant removes only combat hitboxes and keeps the existing visual boss instance in-place.
Removed
Disengage/rematerialise path capable of creating repeated boss models and large Slime storms.