Java's GraphicsConfiguration::getBounds() is completely nonfunctional
for me, returning nearly random values, which causes the our window to
move itself to random places, often outside of my displays' bounds
This change causes the locations list to be narrowed on all locator orb
checks, having the consequence of narrowing the list to the visibly
shaking location (for better display via `makeOverlayHint()'). The call
to `reset()' must be removed as it would re-add all locations to the
instance's solver when finding the dig location, which effectively
reverses the apparent narrowing the overlay displayed until that point.
Because the word "cold" is used both as a temperature ("The device is
cold"), and in a temperature change ("but colder than last time."),
HotColdTemperature tried to interpret COLDER temperature changes as a
COLD temperature match. By matching only the section of the temperature
string preceding the optional comma, this bug is avoided.
By killing a monster which has a known respawn timer and leaving its
respawn area (by walking away or teleporting) and returning to it some
time after it has respawned, the plugin can erroneously overwrite its
respawn time with a much longer one. This commit fixes that issue by
assuming that the lower of the observed respawn time and the previously
recorded respawn time is the correct one.
This only happens with a plugin force setting checkClick. This would
cause the client to possibly incorrectly send a walk packet next tick if
viewportWalking was set, since nothing ever clears it.
The config manager treats null and empty string as equal and will unset
config values which are set to the empty string with the config client.
This fixes the config manager applying default config values which are the
empty string when the current value is null, causing it to send an
unnecessary unset request
Some clues may have item requirements, but no STASH unit, which would
cause NPEs during rendering. This commit also marks stashUnit as
nullable so this issue can hopefully be avoided in the future.