This allows better compensation for floating point errors introduced by the subtraction of the 1.62 height offset.
For example, if the player is at y=7 exactly, their Y coordinate will be reported as 8.62, which, because of floating point errors, will be something like `8.619999999`. Subtracting `1.62` from this (really something like `1.62000000000005...`) leads to the calculated Y coordinate being slightly below 7.
Rounding after subtracting this offset allows this to be rounded to 7 sharp. Similar errors appear in various other coordinates.
a couple of usages of properties that no longer exist couldn't be migrated.
in addition, this revealed a couple of dead properties in the default file.
this is not an ideal solution (I'd much rather model the configs using classes and map them) but in the absence of a good and reliable library to do that, this is the next best thing.
'enchant' just didn't feel right, being a verb.
All these things pertain to the act of enchanting.
This is now also consistent with CraftingTransaction etc. The ship already sailed on EnchantInventory, which will have to be renamed at a later datte. However, that was already inconsistent with 'enchanting table', so that's the odd one out here.
this is a really dumb bug and seems similar to the armor bug I fixed a while ago.
fixes#5987
it's unlikely that #5727 will be solved by this, but one can hope...
until now, any thread crash would show as a generic crash since we aren't able to get the trace from the crashed thread directly. This uses some dirty tricks to export a partially serialized stack trace to the main thread, where it can be written into a crashdump.
This enables us to see proper crash information for async tasks in the crash archive (finally!!!) as well as being able to capture RakLib errors properly.
normally I would hesitate to reinvent the wheel, but we only need a tiny subset of the ASN.1 spec which is trivial to implement by itself.
I'd rather this than depend on another library that could introduce security vulnerabilities (I'm looking at you, jsonmapper).
closes#5935
if users want these, they can broadcast them themselves using Server::broadcastMessage(), which will also record the message in the server log like chat
closes#5669
since we don't have a hard date for this, and I've already made one wrong educated guess, I'd rather not have another massive outage.
A security update will have to be made to remove the old key as soon as the new one is rolled. This is not ideal, but it's the least disruptive option.
Since task execution depends on tasks executing sequentially on a particular worker in some cases (e.g. PopulationTask must be preceded by GeneratorRegisterTask), it doesn't make sense to continue task execution if an error occurs.
Moreover, a task crashing may render the whole server unstable, as it leaves the server in an undefined state. This is the same kind of problem we fixed with scheduled tasks in PM3.
In versions past, pthreads was unreliable enough that random tasks would crash without an obvious reason, forcing us to accommodate this. I still don't know the origin or frequency of said issues, but I think it's time to rip the band-aid off and solve these problems for real.
this coincidentally fixes mangrove doors being tagged with unwanted blockstate runtime IDs. Their items client-side are not actually blockitems, so the client doesn't expect them to have blockstate IDs attached.
This reduces the chaos in the creative inventory slightly (for some reason the client responds to this stuff by putting random creative items in the wrong places), but the mess is still substantial and I don't know what caused the rest of it.
closes#5818
technically we shouldn't be breaking BC of internals signatures in a patch release, but it's internals, and that's an unwritten rule anyway. In any case, no one is likely to be affected.