Just generate a single warning message on purging, don't do one
for player and auth separately, to cut down on the amount of
warning log noise that server warning monitoring scripts handle.
The fact that users have to hand-select mods and
that enabling the whole pack is usually not what
they want, and that they have to enable mod trust
for a couple of mods, is probably sufficient to make
this apply
If a mapblock is skipped due to it being unloaded,
don't mark it as "done" now, allow it to be processed
as soon as it becomes loaded, if picked randomly.
For the specific mods that work around engine-level
bugs but should not be applied redundantly, add
feature flags, and don't apply the fix if the feature
flag is already present.
This should allow these fixes to be included in
base games without them interfering if the modular
versions from szutilpack are also enabled.
Ideally, games should optionally depend on the
szutilpack implementations to ensure one of them
always takes precedence, so that server owners will
know ahead of time which configuration settings
they should apply, and the more configurable
version (which should ideally be szutilpack) will
apply.
- Support future readme formats, like markdown.
- Use the commit hash in the version to try to pin the version
of readmes we link to, so that the site docs tend to stay very
close to the actual latest release, even if the git repo has
changed since it was last deployed.
Apparently the one-line motd from the MT conf file gets inserted
as a second line at the end of the status line rather than being
sent as a separate message.
NodeCore, for a while now, has automatically and
transparently handled item dropping on teleportation
without the need for support from external mods,
and we should let it use its own internal logic.
Instead of maintaining the short description of each sub-mod
manually in a giant README file, distribute the short descriptions
into each relevant mod, and then build the README listings
automatically at deploy time.
This should:
- Make it harder to forget to add/remove mods in the list
- Prevent them from being out of alphabetical order
- Ensure each mod has a description for in-menu use
Apparently it was broken due to using a "return" instead of
a "continue/next" (which Lua doesn't actually have) due to a
function body being inlined into a loop. Break it back out
into a function again to make the early return work right.
This reverts commit be7e70a09e992314a92c8349594e4070ff525528.