- AssertGroupValid now both sends the message and kicks the player
depending on input parameter.
- /login and DataHandler code is now an identical assert check.
- Server will no longer start up when the guest or default groups cannot
be located.
- Players joining with unknown groups assigned to them will be
disconnected with an error
This allows server operators to more easily locate their world paths,
particularly on Linux and macOS, where it isn't very obvious. To
determine where the actively loaded world is, simply run `/worldinfo`.
The default guest group is critical and shouldn't be removed without
either TShock doing something like automatically recreating it if it
doesn't exist, or not having a huge problem if it doesn't exist.
I chose to take the easiest path, preventing users from removing it. In
theory the message gives enough context to imply "okay, go change the
group now."
This should be a relatively small edge case but I wanted to resolve it
while I was here.
@punchready reported that there was an issue with the /warp send command
checking for position != (0,0). I tried to figure out what was going on
here, and I came up dry. I think this is vestigial from some other
database or file format storage. When @MarioE converted everything to
the new warp system, he preserved the check. The problem is that the
check seems to be based on the idea that a non-existent warp would
return the default constructor (which would contain Point.Zero).
Instead, a warp not found returns a null now.
Therefore, the proper thing to do, as implied by @punchready, is to
simply nullcheck this value instead.
This commit fixes an issue where players could bypass the respawn timer
by using /home. Specifically, TShock rejects the command if the player
is dead.
Like all of the other server mods I've used use /slay and not /kill and
it's really frustrating to type the wrong thing so I'm just going to add
an alias and hope nobody else minds.
Reverted default (when no duration is specified) buff duration to 60s, added formula instead of hard coding max duration as per Quake's recommendation, made error message more self-explanatory
With 1.4.2.2, we no longer need to offer an escape hatch due to the
underlying bug involving godmode being permanently applied to local
players now having been fixed.
- The command now tells the user that the operation succeeded.
Previously it would be a silent command, potentially leaving the user
wondering if it worked
- Add /ungodme to allow unstucking godmode for involuntarily godmodded
characters
- Warn player about disabling Godmode before disconnecting
- Minor change to command format to reduce code copypaste.
- Previous Bouncer checks for GodMode (namely, Hurt) were removed.
- The command now uses the GodmodePower from core Terraria
- The toggle powers (which this command will now make use of) are now
reset on disconnect to prevent accidentally "gifting" godmode to an
unsuspecting player.
Add more bosses that has health bars/map icons to the command parameters. Added Lunatic Cultist to /spawnboss "all". Did not include Dark Mage or Ogre bosses since they have two different tier versions. Also added some abbreviations to existing bosses.
Run /sync if your doors disappear. This will resync your local client
with the server state. For more information, please see the associated
changelog entry.