WorldEdit

WorldEdit

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//redo ignores all masks, including gmask, //mask <item>, etc.

LadyCailinBot opened this issue ยท 14 comments

commented

WORLDEDIT-2647 - Reported by khazhyk

This is a huge issue.

Example 1: //mask , /br sphere sand 5, you //undo, the sand turns to stone, //redo, giant ball of sand.
Example 2: If you do a gmask, undo and redo, you'll modify blocks outside of the mask.

commented

Comment by Tomy.Lobo

proposed solution 1: add mask flag to redo memory
proposed solution 2: apply mask before saving redo

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Comment by Tomy.Lobo

If solution 2 is used, also get rid of the hack-fix that I added to //undo to fix the same problem there.

Instead of suspending all masks, set the blocks ignoring the masks

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Comment by Oliver.Hayes

Wondering when this is scheduled to be fixed? If at all?

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Comment by Tomy.Lobo

It's a complex issue and a rewrite of major parts of WE is currently blocking it anyway.

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Comment by wizjany

not really

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Comment by Tomy.Lobo

then go fix it

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Comment by zachbora

This is an exploit on PlotMe worlds where they give redo permission. I've told some people to remove the permission for it but I don't want to make the issue too much public or people will exploit it.

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Comment by Tomy.Lobo

See if this build fixes the issue:

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Comment by zachbora

I just tried it and it worked. Thanks for the quick fix. I'm looking forward to this in the next release.

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Comment by Tomy.Lobo

The build I linked earlier throws NPEs whenever there is no global mask. This build fixes it:

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Comment by Tomy.Lobo

Zach Bora, can you try and see if the current master branch build still fixes the issue so we can set this to "Fixed"?

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Comment by redstonesheep

I tested this with 5.5.9-Snapshot and it is fixed [https://github.com/sk89q/worldedit/commit/803b4df72eaf3b0182206f312766e16dd9fb2e30#commitcomment-4542090 in this commit]

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Comment by khazhyk

I couldn't find an open issue for this, sorry if there's already one open.

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Comment by Tomy.Lobo

As of fe19cab, this bug still exists.
As this ticket was closed before that commit was made, I'm going to assume it wasn't fixed since. Reopening.