Breaking and rebuilding waypoint causes buggy behavior on next teleport
BLuFeNiX opened this issue ยท 2 comments
Reported here.
Need to decide proper behavior, and the fix may involve a non-trivial refactor.
Reproduced a more specific behavior: building and activating a waypoint that matches an already existing waypoint does not cause an error message.
Fixed in 4f1d539.
This also changes the way some of the DB logic works. In short:
Assume you have a waypoint A, with signature X. You may break A, and build a new waypoint B that uses signature X. The data for A will be automatically removed from the database (previously this required A to be altered and re-activated, or altered followed by a failed teleport).
I definitely would appreciate some testing to make sure this works as expected.
https://github.com/BLuFeNiX/TeleportationRunes/releases/tag/v2.1.0-beta-6