Raycasted Anti-ESP
0.7.2-Paper-0.10.2AntiESP; culls hidden entities, players and tile entities. Blocks Pie-Ray and Freecam. Formerly known as Raycasted Entity Occlusions/REO.
0.7.2-Paper-0.10.2latestRaycasted Anti-ESP 0.7.2-Paper-0.10.2-RELEASEAug 26, 2026 RaycastedAntiESP v0.7.2 Paper v0.10.2
This is a very small update with some bug fixes - Fixed a bug where players could be kicked from the server due to sending too many packets within a bundle - Fixed a bug where client and server state could desync and not show tile entities - Cleaned up config to properly precomputehideOnSpawnDistanceSquared0.7.1-Paper-0.10.1Raycasted Anti-ESP 0.7.1-Paper-0.10.1-RELEASEAug 22, 2026 RaycastedAntiESP v0.7.1 Paper v0.10.1
This is a minor update with miscellaneous features, bug fixes, and optimisations - A link to the [config docs](https://github.com/Cubicake/RaycastedAntiESP/wiki/Configu… is now prepended to the top of the plugin config file. - The player registry was made final (minor optimisation) - Compatibility was added for interoperability with the Citizens plugin - Fixed update checks not actually using the configured timeouts -checks.player.only-check-sneakingwas set to true by default to more closely match vanilla Minecraft -checks.sound-effect.enabledis now force-disabled (this is a WIP feature and needs to be opt-in) - Barrier blocks are no longer treated as occluding; Players can now see entities behind barriers. - The raycasting algorithm was made significantly faster - Depending on the terrain, it is now 40-46% faster, which is a 1.7-1.9x speedup - In practice this resulted in a 10% reduction in overall antiesp tick time.0.7.0-Paper-0.10.0Raycasted Anti-ESP 0.7.0-Paper-0.10.0-RELEASEAug 2, 2026 RaycastedAntiESP v0.7.0 Paper v0.10.0 This update adds several new config options, including the ability to exempt arbitrary entity types, and significantly reduces object allocations. - After feedback from several users,keep-client-entity-when-hiddenhas been changed to false by default. -SimpleEnginehas been renamed toAsyncEngineto more accurately describe it. - Configs will not automatically transfer over, but the default configuration of one async thread should be enough for over 500 players, so I don't think it matters. - Added a new config option:checks.entity.excluded-types. - All entities in this list will be exempted from antiesp checks for all players - By default, entities such as projectiles, boss mobs, and display entities have been exempted. You can change this as you see fit. - Update checks can now be disabled - The config has a newupdatescategory where checks for different release channels–and sending update notifications to players with the correct permission–can be enabled/disabled. - This feature is a contribution from [UsainSrht](https://github.com/UsainSrht) - The same exempted entities system was extended to exempt all FancyNPCs/FancyHolograms entities as they cause odd issues with RaycastedAntiESP. - Object allocations have been significantly reduced. - Raycasting has been modified so the JVM can fully scalarise the raycast method and the code that calls it. - The visibility transition queue now queues batches of 8 visibility transitions to reduce object allocations. - In combination, the above two changes reduce engine-thread allocations by 90%. When not loading many chunks, this reduces overall RaycastedAntiESP allocations by ~50%. - Netty thread allocations have been reduced by reusing the same wrappers to dispatch packets. - Glowing entities are now always visible. -checks.player.only-check-sneaking: falsehas been added. When true, players must be sneaking to be hidden.0.6.0-Paper-0.9.0Raycasted Anti-ESP 0.6.0-Paper-0.9.0Jul 20, 2026 A massive amount of code was refactored to pave the way for antifreecam checks, and a new default-enabled config was added. - Optimised chunk section and tile entity storage. - Added polymorphic block chunk data (useless currently, used for antifreecam). - Optimised chunk data parsing (25% netty thread cpu reduction in my tests). - Completely overhauled how RaycastedAntiESP handles locations to be slightly more memory efficient. - Added world validation to prevent concurrency issues. - Fixed a bug where version checks would run on every respawn instead of every server join. - Weakened memory access for several variables that didn't need such strict ordering. - Fixed/antiesp test entity-id <id> <player>being broken, and added several more entity debug commands. And last, but very much not least, a partial-fix to the biggest issue of RaycastedAntiESP: - Addedchecks.entity.keep-client-entity-when-hidden: trueandchecks.player.keep-client-entity-when-hidden: trueWhen set to false, the plugin behaves how it used to. When set to true, entities will not disappear when hidden, instead the player will just not receive new packets about that entity until it is visible again. This should resolve [NPCs not being shown once hidden](<https://github.com/Cubicake/RaycastedAntiESP/issues/67>), and should reduce complaints about large entities being hidden when their feet are behind a block.0.5.5-Paper-0.8.1Raycasted Anti-ESP 0.5.5 for Paper 0.8.1Jul 8, 2026 The rewrite of RaycastedEntityOcclusions into RaycastedAntiESP has become stable enough that new releases are being published to Modrinth. I strongly suggest everyone using the old versions to update now. Don't be scared off by the "Alpha" tag, some features are still a work-in-progress but the rewrite is far more stable and works far better. The rewrite, which is referred to as v2 even though version numbers start with a 0 for alpha builds, has made all processing asynchronous and packet-based. Almost zero information is sent to clients beyond what is needed for legitimate players. However, because of the packet-based nature, PacketEvents is now a hard dependency. Note that as this is an Alpha build, not everything is implemented. Thesound-effectsandchunk-sectionconfig sections are fully unimplemented and ignored andhide-sounds-when-hiddenis not yet implemented, among others.0.5.4-Paper-0.8.0Raycasted Anti-ESP 0.5.4-Paper-0.8.0-RELEASEJul 8, 2026 Testing versioning API1.6.5Raycasted Entity Occlusions 1.6.5Jan 8, 2026 Release v1.6.5
IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v2.0.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.Bug Fixes
- Fixed console spam when chunks failed to snapshot1.6.4Raycasted Entity Occlusions 1.6.4Nov 12, 2025 Release v1.6.4
IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v2.0.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.Changes:
- Lowered minimum supported version to MC v1.20.6Bug Fixes
- Fixed a bug where some chunk snapshots were not performed asynchronously - Fixed a bug with command aliasing1.6.3Raycasted Entity Occlusions 1.6.3Oct 18, 2025 Release v1.6.3
IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v2.0.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.Changes:
Bug Fixes
- Fixed a bug where tile entity removal was not handled correctly1.6.2Raycasted Entity Occlusions 1.6.2Oct 16, 2025 Release v1.6.2
IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v1.7.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.Changes:
Bug Fixes
- Fixed a bug where raycasts would cause errors if the target changed dimensions - Fixed a bug with tile entities being removed causing errorsFull Changelog:
- Full changelog can be found [here](https://github.com/Cubicake/RaycastedEntityOcclusions/com…1.6.1Raycasted Entity Occlusions 1.6.1Aug 11, 2025 Release v1.6.1
Bug fixes:
Tile Entity Culling
- Tile Entity culling was broken in v1.6.0. This has been resolved now.Tile Data
- Signs now properly render the text written on them when visibleBlock Changes Between Snapshots
- Block changes between snapshots are now properly detected and accounted forOther Miscellaneous Bug Fixes
- Many smaller bugs have also been fixed - Full changelog can be found [here](https://github.com/Cubicake/RaycastedEntityOcclusions/com…IMPORTANT NOTE
Raycasted Entity Occlusions is renaming!
- In the next major version (v1.7.0), the plugin will be renamed to Raycasted Anti-ESP. The Modrinth and Github pages will also be renamed.1.6.0Raycasted Entity Occlusions 1.6.0Jul 27, 2025 Release v1.6.0
New Features:
Packetevents support
Just add packetevents to your server and players will no longer be removed from the tablist when hidden.(Hopefully) Improved stability
Added checks to make sure that chunks are snapshotted correctlyMinor optimisations
This version is slightly more performant than v1.5.11.6.0.0Raycasted Entity Occlusions 1.6.0.0Jul 27, 2025 Do not use this version
1.5.1Raycasted Entity Occlusions 1.5.1May 6, 2025 Fixed a bug when check-tile-entities was enabled which caused the wrong tile entities to be checked.1.5.0Raycasted Entity Occlusions 1.5.0May 5, 2025 REO now supports raycasting to tile entities (configurable). The plugin now includes an update checker which links to Modrinth's API. There is now also a new subcommand, check-for-updates.1.4.2Raycasted Entity Occlusions 1.4.2May 2, 2025 Bug fixes. - Fixed an issue where spawn chunks/forceloaded chunks would not be snapshotted - Fixed an issue where blocks below y=0 were not snapshotted.1.4.1Raycasted Entity Occlusions 1.4.1Apr 28, 2025 Massive changes, the entire plugin was refactored. No, you didn't miss 1.3.0, this is the follow up to 1.2.2. Breaking Changes: - Plugin is now called "Raycasted Entity Occlusions" instead of "Raycasted Entity Occlusion" - This is just a grammar thing lol, but it means the config folder name has changes too, which is good because - All config options have changed - The existing ones have been renamed and new ones have been added. I recommend starting with a fresh config, it's not worth trying to transfer your old values. Just generate a fresh config and edit the values as you see fit, or you can use the - Reworked commands - The command is now /raycastedentityocclusions (alias /reo) - Behind the scenes, it now uses the new Brigadier API instead of the outdated Bukkit method - One of the subcommands, /reo set <key> <pair> allows you to change config values from the chat/console - Proper multithreading - Instead of making unsafe async worldstate checks, the plugin now routinely snapshots all loaded chunks and checks the snapshots when raycasting. A basic test seems to show a slight performance increase, but more importantly it is no longer performing unsafe actions - Engine mode changes - There are now only two engine modes, both with a new "piercing" feature. The first, 1, is a single raycast from the player to the entity. 2 runs the same cast as 1, but also predicts the player's future location and runs a cast from there. This helps account for players with higher ping. - "Piercing" (controlled by max-occluding-count) is the number of solid blocks a raycast must pass through before being stopped. This helps with showing entities which will soon be visible. - only-cull-sneaking-players is now a fully functional feature1.2.2Raycasted Entity Occlusion 1.2.2Jan 28, 2025 Previous version was broken1.2.1Raycasted Entity Occlusion 1.2.1Jan 28, 2025 Fixed a bug where RecheckInterval was ignored1.2.0Raycasted Entity Occlusion 1.2.0Jan 25, 2025 Added bStats support and a /raycastedentityocclusion command. Refactored codebase for easier maintenance.1.1.0Raycasted Entity Occlusion 1.1.0Jan 23, 2025 Added two new config options: OccludePlayers and MoreChecks. Both default to false. if OccludePlayers is set to true, players behind blocks will be occluded. This however removes them from tab list. MoreChecks quadruples the number of raycasts per entity, making them visible even if only a sliver of the entity is. This is very performance intensive, use at your own risk.1.0.1Raycasted Entity Occlusion 1.0.1Jan 19, 2025
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