Changelogs

SoapsFloor - UPDATE - 1.2.1

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SoapsFloor

  • Added Create a pack in the Room packs list so you can build a room pack with a play style (Drop floors, Climb clear mobs, or Climb rising flood), floor schematics, and a stair pack link when Climb clear needs one.
  • Added bundled default room kits for Floor drop, Climb up (rising flood), and Climb up with stairs (linked stair pack with CLIMB_UP_STAIRS_1 / _2 / MAIN, Starter→1 pinned to MAIN).
  • Added room pack play styles that set Direction and rising flood when you apply the pack in the wand, so Drop / Climb clear / Climb escape towers start configured without opening Direction & climb by hand.
  • Added support for room kits with a single floor schematic (Climb clear still needs a linked stair pack before you can save).
  • Added Create a stair pack in Choose stair pack with an automatic {room}-stairs id, climb height from each schematic, Right Click to edit the linked pack, and fit hints in the picker lore.
  • Added Rename stair pack in Choose stair pack (Shift + Click), with chat id entry and link updates.
  • Added a Starter stair pin in Direction & climb so Starter→1 can force one schematic from the stair pack while other seams still pick by height.
  • Added Stairs check on Direction & climb with live OK/MISSING in the item lore; click refreshes instead of dumping chat.
  • Added Connector ghost in Direction & climb (Off / On) so wand editors see an amber preview of the After clear path between floors, including Starter→1.
  • Added Choose stair pack in Direction & climb so you pick a stair connector pack from a list instead of cycling pack names; picking a pack turns on the amber ghost and shows pack icons plus climb heights in lore.
  • Added Connector adjust in Direction & climb (Adjust in world / /sf connector) so you can look-slide, scroll-nudge, rotate, and pick seams; missing stair heights show on the ghost and action bar. Axis Y moves stairs one block into the walk floor or up into the next plate (−1 / +2). Nudges move exactly one block, Adjust all stays inset from walls, rotate turns ladder facing too, and optional exit pads (/sf connector exit or right-click) mark where players step onto the upper floor.
  • Changed Direction & climb into labeled Room / Path / World bands with centered controls, numbered stair-pack steps, a Clear/Escape mode badge, and no empty holes in a group.
  • Changed Connector ghost so it only turns On or Off and always follows After clear (Stay / Ladder / Stair pack), instead of a second Ladder / Stair cycle.
  • Changed stair packs so stairs may differ in width and length as long as each fits the room footprint; climb height is what must reach the next floor.
  • Changed stair connectors so they paste on the walk floor, merge into the upper plate (no top air gap), open headroom only through the stair schematic's own solids shaped like the schem (not a full square), and ignore schematic air so the floor lip stays. Stairs pick a clear footprint facing the room (same center in Adjust and live), odd-width stairs sit on the block grid so Adjust can center the middle step, and Starter Gap 0 merges like other seams.
  • Changed climb ladders so they continue through the upper floor plate with the configured support behind every rung; those blocks restore when the connector closes.
  • Changed entry, lobby, and exit wand markers so they save position only (look direction is not stored); teleports keep the player's current facing.
  • Removed the Win Clear/Escape shortcut from Direction & climb (Rising Flood settings stay on the Rising Flood menu).
  • Removed duplicate Done/hint buttons from Choose stair pack and the dead Connector ghost label in Escape mode.
  • Fixed climb clear party-up so reconnect-grace offline fighters are not treated as upstairs (the hole no longer closes early under them).
  • Fixed climb connector wait aborting when everyone is briefly offline; it pauses until fighters reconnect or leave, then still closes the hole and spawns mobs.
  • Fixed climb connector wait leaving the room permanently busy if the spawn callback threw (empty floors could softlock).
  • Fixed floor progression getting stuck when a player quit during the inter-floor countdown.
  • Fixed floor 1 paste or missing-world failures ending the run cleanly instead of leaving an empty in-progress session.
  • Fixed last-life wipe ending the run while reconnect-grace teammates still held fighter slots.
  • Fixed climb combat spawn being skipped when the party was briefly offline at hole-close (retries until someone is online).
  • Fixed climb reveal, rising flood, and drop hazard stopping for good when everyone was briefly offline; they pause and resume instead.
  • Fixed drop hazard damaging session spectators, victory double-firing, and connector state left open into celebrate.
  • Fixed the mob-count validator leaking across reload or disable, and fire-clear tasks stacking on rapid session cleanup.
  • Fixed live stairs often failing and silently falling back to a ladder; height is taken from the walk floor, larger stairs can place, and the console logs why a fallback happened (still no in-game fallback spam).
  • Fixed /sf finish and leave wand leaving amber stair ghosts behind when many connector blocks were clearing in batches.
  • Improved editor ghost previews so they appear and clear faster (higher spawn rate, glow outline off by default, batched remove on finish, stairs slide with floor gap moves, no extra light filler above the schem). Large stair packs hitch less in Connector adjust while scroll-locked.

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