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BugP2

Gates and objects with several scripts could be judged wrongly

Already fixed in the code that shipped in 0.9.2.

We found that the game stops reading an object's scripts after the first one in one kind of check, so a gate with several scripts could be judged wrongly and traps were missed at random. The mod now handles this when checking gates, workshop objects and traps. Two-game tests of doors and traps passed.

The steps

  1. Queued · On the list, not started.
  2. Looked into · Investigated or designed: the cause or the plan is written down.
  3. Built · Written, with tests, waiting for review.
  4. Reviewed · Passed code review.
  5. Rig-tested · Checked on two real games playing together.
  6. Merged · In the next release's code. Before the release goes out, the whole of it is played for several hours straight on two games, to catch rare crashes and problems that only show up over a long session.
  7. Long playtest · In a test build of the release, being played for several hours straight on two games.
  8. Shipped · Out on GitHub and Nexus.