This PR hopefully tackles most fake player related issues once and for all.
Most previous fake-player related fixes were patches to very specific routines which as has been shown makes it easy to miss a bunch of cases. I've taken some time this weekend to actually properly look at the root issue of most fake player related code and think I've fixed it.
This change fixes a bunch of things that were not behaving as they should.
Rendering Changes
Shapes that have default vision access or auras that are marked as public should be visible as normal, shapes and auras that are however not public by default (including invisible shapes etc) will only be rendered if and only if there is some player with vision access to the shape and the vision tool has that shape selected.
This PR hopefully tackles most fake player related issues once and for all.
Most previous fake-player related fixes were patches to very specific routines which as has been shown makes it easy to miss a bunch of cases. I've taken some time this weekend to actually properly look at the root issue of most fake player related code and think I've fixed it.
This change fixes a bunch of things that were not behaving as they should.
Rendering Changes Shapes that have default vision access or auras that are marked as public should be visible as normal, shapes and auras that are however not public by default (including invisible shapes etc) will only be rendered if and only if there is some player with
vision
access to the shape and the vision tool has that shape selected.Fixes #1243