chore: remove the scene point spawn commands and send /getadjacentscenes as one message

The spawn commands were only for testing. /getscene and /getadjacentscenes stay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-26 20:33:41 -05:00
parent 56e6d010b3
commit 09dd74843c
5 changed files with 12 additions and 224 deletions

View File

@@ -145,8 +145,6 @@ These commands are primarily for development and testing. The usage of many of t
|getnavmeshheight|`/getnavmeshheight`|Display the navmesh height at your current position|8|
|getscene|`/getscene`|Display the scene ID and name at your current position (alias `/scene`)|8|
|getadjacentscenes|`/getadjacentscenes`|List the scenes connected to your current scene by scene transitions (alias `/adjacentscenes`)|8|
|spawnscenepoints|`/spawnscenepoints (step)`|Spawns a brick every `step` terrain points (default 8) across your current scene|8|
|spawnallscenepoints|`/spawnallscenepoints (step)`|Spawns a brick every `step` terrain points (default 8) across every scene, one brick type per scene (alias `/spawnallscenes`)|8|
|giveuscore|`/giveuscore <uscore>`|Gives uscore|8|
|gmadditem|`/gmadditem <id> (count)`|Adds the given item to your inventory by id. Aliases: `/give`.|8|
|inspect|`/inspect <component or ldf variable or player name> (-m <waypoint> | -a <animation> | -s | -p | -f (faction) | -t)`|Finds the closest entity with the given component or LNV variable (ignoring players and racing cars), printing its ID, distance from the player, and whether it is sleeping, as well as the IDs of all components the entity has. Use `localCharacter` or `zoneControl` to inspect your current character or the zone control object.|8|