Mouse.getDWheel() clears the accumulated delta, so whichever widget polled it
first in a frame took it and every later reader saw zero. The script text areas
polled it themselves, after the parent screen had already drained it for its
scroll lists, so the wheel did nothing in the player, NPC and event script GUIs.
The screen now reads the wheel once per frame into the mouseScroll field it
already declared for this, and each widget zeroes it when it consumes it.
Same leak as the ability magic editor: @SideOnly strips the annotated method on a
server but not the synthetic lambdas it generates, so ConditionHasEffect,
ConditionQuestCompleted, AbilityTrap and AbilityZone all shipped methods whose
descriptors named a client-only GUI class. Each field is now built in the GUI
class it belongs to.
EntityAITransform claimed the PASSIVE mutex, so any running movement or look
task blocked it from ever starting. The swap only happened in the gaps where
those yielded - which is why it appeared to trigger when an NPC said a line and
for a moment afterwards. The task only polls world time and flips the state, so
it needs no mutex at all.
The magic editor field was built with lambdas inside Ability.getAllDefinitions.
subGuiField is generic, so those lambdas took SubGuiAbilityMagic as their
descriptor type. @SideOnly strips the annotated method on a server but not the
synthetic lambdas it generates, so anything reflecting over Ability's declared
methods - Nashorn's adapter generator when a script touches an ability - hit
NoClassDefFoundError. Building the field in the client class keeps the type out
of Ability entirely.
heightFactor did not fully cancel ModelTail''s anchor, leaving both the wrapped
and plain monkey tails two pixels below where JBRA renders them on players.
The terminal DAZED to IDLE transition was swallowed before the completion
switch ran, so the finished ability stayed set as the current one and the NPC
never started another until it died and reset. Guard abilities compounded it:
NPCs reuse a single ability instance and onExecute left pendingCompletion set,
ending every later activation on its first tick.
An NPC rolled both clocks and folded the ability''s cooldown into the global one
as well, so the global timer always outlasted the per-ability entry and the
setting could never reject anything. The global timer now only paces the NPC
when the ability tracks its own cooldown.
Dimension change and teleport were already fixed, but disconnect still cleared
cooldowns and login cleared them again, and they were never written to NBT - so
relogging reset every cooldown. They are absolute world-time deadlines, so they
now persist and are restored on load.
Closing the setup GUI saved the market from the server''s stale role and then
re-read that market over the edits it had just applied, so stock and currency
cost changes never survived. The role now saves first and the market is written
from it, and relinking to another market no longer pushes pre-link data over it.
fromGenericType expanded a type variable bound, then expanded the bound''s type
arguments, which led straight back to the same variable. Any enum reaches it
through Enum<E extends Enum<E>>, so typing ability.getAllowedBy() crashed the
client. Track the variables being expanded and emit repeats unbounded.
The scrollbar hit test was pure geometry, so clicking its column before the
profile list had loaded - or on any list short enough not to scroll - divided
by a maxScrollY of zero. The draw path already guarded on the same value.
- Removed auto-open GUI logic upon placing BlockBorder and BlockNpcRedstone.
- Resolved a race condition where the GUI would open before NBT/Permission data was fully synced from the server, causing "Permission Denied" or empty states.
- Fixed a logic bug in SubGuiNpcAvailabilityDialog where 'questId' was incorrectly used instead of 'dialogId' when opening the selection picker.
- This change ensures better UX as manual interaction guarantees all data is properly initialized.
- Created SyncRegistry and SyncHandler
- Extracted all 14 SyncType family handling to their own SyncHandler
- Rewritten SyncController to accomodate the new framework