We were accidentally shadowing `nodes` which broke the texture
retrieval call, but worse, we never searched for placeholder
nodes in the search filter.
Boxes need to be tested. Untested boxes can not be submitted.
For small edits, re-testing isn't required (<150sec). Lots of
messaging to the builder as well to make sure it doesn't go
unnoticed.
These were previously filtered out. Unfortunately now there's some
awkward emtpy lines in various places, but, I prefer having empty
lines show since that makes typing much simpler.
This really breaks badly. Too many untranslatable characters that
completely break things. These are meant to be technical and postion
strings are not translatable either. Revert.
Using the inspector, I found that the teleport-into-box code
overwrites and deletes the gravity and speed values for each
player. This was never intentional.
This fixes that problem. However, that means that my physics estimates
are completely off and I will need to redo the custom physics
values to match the expectations on the server and to make
sure this doesn't massively nerf those values.
oops :(
These are granted to people who have gotten 2 (zoom) or 5 (lobby
sprint) boxes accepted. A telex is sent to inform them, since, they
are likely not on the server when this is done.
I was severely worried about `mbox` and `spool` becoming way
too large way too quick - We just can't store the entire array
of full messages in there all the time.
Instead, both those arrays become simple string arrays of `msgid`
objects, which are nothing more but simple numeric strings. Each
message can now live in mod_storage which should scale a lot better
and make player mboxes a lot smaller - it can now easily hold a few
hundred messages without growing much.
This means all the messages are in mod_storage. We can at a later
point perhaps consider compression.
There's compat code to read old mbox formats, but not spool. Thus
the server spool must be empty when this code is deployed.