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remove sign entity if sign is gone (due to voxelmanip or such) #9

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merged 1 commit into from May 10, 2022

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fluxionary
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fixes #8

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Did not test but LGTM.

If it would be just worldedit problem I'd say player who is using worldedit should also clear objects (or worldedit should do it for you) but this is also problem with other mods so I guess workaround is good anyway.

@wsor4035 wsor4035 merged commit 4dbfbec into master May 10, 2022
@wsor4035 wsor4035 deleted the entity_gc branch May 10, 2022 23:47
@parnikkapore
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This seems to assume that all sign nodes are in the sign group. Which, uhh, basic_signs#1

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fluxionary commented May 11, 2022

This seems to assume that all sign nodes are in the sign group. Which, uhh, basic_signs#1

Signs get added to the sign group in signs_lib:register_sign. Some other logic in signs_lib already assumes all signs are in that group.

EDIT: Whoops apparently I'm wrong :\

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Yea, I also thought that this is the case, but couldn't find such a code.

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I'll make a new PR for that.

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Sign entities stick around weirdly if signs are removed via voxelmanip
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