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doc: README: the component audit and the seamless instance move merged
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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README.md
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README.md
@@ -97,7 +97,9 @@ locally. See [docs/UgcServer.md](docs/UgcServer.md).
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over. Properties are never moved (unsaved building): they keep the old build until everyone left, their players are
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reminded every 10 minutes, and instances on the old build take nobody new. See [docs/LiveUpdate.md](docs/LiveUpdate.md).
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* **Instance replace and merge:** move an instance's players to another instance of the same zone (GM commands and
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master coordination). See [docs/SeamlessTransfer.md](docs/SeamlessTransfer.md).
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master coordination). In the opt-in seamless mode a move within a zone keeps the player in scope and in place and
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leaves out the white fade (merged 2026-11-10): the player's construction can leave out its position and world
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transition, and taking every object from a client can leave one out. See [docs/SeamlessTransfer.md](docs/SeamlessTransfer.md).
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* Master's failed server starts no longer leave a second master running.
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### Gameplay and world
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@@ -107,6 +109,14 @@ locally. See [docs/UgcServer.md](docs/UgcServer.md).
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techniques and adjusted config), sounds and particles; scene objects of LOT 1 are not loaded. Brick by brick: splitting
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and normalizing a save moves only the bones (rigids stay as sent), each model is placed by the bottom middle of its
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bricks' boxes from the client's brickdb, and every save is kept as sent before it is split (`ugc_unsplit`).
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* **Component audit, rounds 2 to 4 (merged 2026-11-10):** what the server writes and saves for components, as live
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did. A character saves its attributes, play time (the time before the session and the time in it), mount item and
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mount save; the character data carries the reputation and the world keys. Constructions keep changes that were
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still pending (health, quick build, equipment, physics effects and more), and an activity, a LUP exhibit, a chest, a
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choice build, a roller, a trigger and a collectible are written as the client reads them. A launch pad checks its
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level, GM level and launch precondition, a rail its state and preconditions, a property rent the level's mission.
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Run speed modifiers stack as the client's do, a worn jetpack works again after a world change, and a player with
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PVP on is not its own enemy.
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* **Properties:** optional rent; reputation from visitors that resists farming; best friends of the owner can build
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while the owner has build mode on (off by default); models remember who placed them; optionally log back in on a
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property.
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