Backrooms were not being considered as part of the SIC deadzone, even if the vehicle was in a deadzone location. I've resolved this.
I've also made it so both backrooms and frontrooms of vehicles first defer to the freq jamming signal in the room the vehicle is in, and then check their own jamming (in case someone dropped a GSD grenade in the front or back of a vehicle) and also check the SIC amp / deamp signal so that if one of those is installed and active it takes that into account as well.
This should result in a much more 'as expected' SIC / signal experience.
You can now use 'pause 1' through 'pause 5' as part of a macro to cause it to pause for that many seconds.
So for example you could set up a macro:
push open on o
o
pause 5
close c17
Right now, macros cause pause from 1-5 seconds, and for up to 30 seconds total. You'll see your remaining pause pool when adding a macro.
TLDR:
- Fixed stale security network data that could leave old cameras, monitors, hubs, or callbacks attached to networks they no longer belonged to.
- Fixed cases where reset or destroyed networks could accidentally clear data on devices that had already moved to another network.
- Fixed security network device listings so they now ignore stale devices instead of treating old raw network data as active.
- Fixed network callback cleanup so devices no longer receive network sends from networks they are not actually connected to.
- Fixed monitor and video transcoder feed pruning so stale camera feeds are removed when feed lists are viewed or used.
- Added admin audit tools to find bad network device entries, stale callbacks, bad hub child lists, and stale saved monitor feeds.
- Added a repair tool for admins to clean stale network device indexes, callbacks, and hub device lists safely.
- Fixed bridge filter data so disabled bridges use a proper none state instead of a blank internal value.
- Fixed bridge selection display on portable network scanners so it shows the actual bridged network instead of repeating the current network.
- Improved safeguards against moving a device across networks or between hubs in ways that could leave duplicate/stale references behind.
DETAILS:
I've fixed a number of bugs in IC security networks that will likely prevent future issues, clear up issues that were lingering and more. Things like stale feeds, broken cameras, seeing cameras you shouldn't, etc.
I hardened the code to prevent the system from getting into a bad state, and identified and fixed 350 or so issues across all security networks.
The thing that you will notice is FEWER CAMERAS and FEWER BROKEN BRIDGES.
Why are you seeing fewer cameras? Because the code that reset cameras or cleared hubs was not working properly. In some cases things were cleared on just the device and not on the bridge networks or other hubs, meaning a camera would say "I am not on a network" or 'My network is C' but Network B would still think that camera was on it and show its feed.
SO, when you look at your networks you will likely have lost a feed or two that you shouldn't have had access to in the first place because of a bug.
I've got better tools for monitoring and reporting on bad states so hopefully if we start seeing bad states creep up, I'll be able to notice and fix.
For more advanced disguises, using names of past dead characters is fine WITH roleplay involved. Don't just change your name to an old character to try to fool people by display name alone, inevitably causing them AND yourself to be meta. If this happens without roleplay and effort, we will contact you.
Food and drink that is older than two weeks and not stored in a fridge or cooler, and not on a player, will automatically clean up. You'll see a 'cleaning bot' or a 'rat' steal the item away.
If you store something in a fridge and then take it out 3 weeks later, and put it on the ground, it'll get cleaned up the next time the script runs. This applies to stuff on kitchenettes/bars as well.
Should keep the bloat down.
If you are on the webclient you can turn on the mobile friendly text wrapper option from the options. Turning this on means certain text will not get wrapped and will instead horizontally scroll (you can scroll right with your finger on mobile for example).
This is used in two places currently:
- The welcome splash when you first connect
- When viewing a node
I'm open to suggestions from mobile users / smaller screen users as to where else it would be valuable.
I added an OOB command when you connect which tells the client what SDWC (Sindome Webclient) commands the server supports.
Most MUD clients support OOB commands and will automatically ignore them. However, some, like MUSHClient, do not, which means you'll see:
#$# SDWC%%SUPPORT%%verbs
I've patched the SQL code for the server so that it no longer fails to kill finished checkpoints due to mutex locks in the SQL code when the server checkpointed.
This should hopefully prevent future issues with the MOO using more memory than it is supposed to when we have it running for many months without a restart.
I cannot promise this code change won't cause other issues, so I'm monitoring is closely. I ran this patch on our dev server for several weeks before promoting it to production.
(Edited by Slither at 9:16 am on 7/6/2026)