When a furni has a matching furnidata entry with a display name but its
items_base.public_name (the DB fallback) is empty, the editor now shows a
'Sync from furnidata' button next to the Public Name field. It reuses the
generic item update (a partial { publicName } payload) to fill the DB column
from the stored furnidata name, so the read-only fallback stops being blank.
Button shows only when the entry's classname matches, the DB field is empty,
and the furnidata name is present; it disappears after the sync re-fetch.
When creating a furnidata entry for a furni whose sprite id is already used
by another classname, the server rejects with ID_COLLISION. The client showed
the optimistic public-name change but never reverted it, so a failed create
looked like it had succeeded. On any FurniEditorResult failure, re-fetch the
item detail to restore the true state (the error alert was already shown).
FriendsMessengerThreadView called `thread.setRead()` in the render body — a side
effect during render that mutates the MessengerThread instance the messenger hook
also reads to compute the unread indicator, making unread state order-dependent
(and it would NPE if `thread` was null). Move it into a no-dependency useEffect
(runs after every commit, same cadence as before) and guard the null thread.
sendActiveBadges incremented pendingUpdatesRef on every edit, and the BadgesEvent
handler skipped applying the server's active badges while the counter was > 0,
decrementing once per BadgesEvent. The assumption was "one BadgesEvent echo per
SetActivatedBadges" — but the emulator's UserWearBadgeEvent answers with a
UserBadgesComposer room broadcast, NOT a BadgesEvent, so nothing ever decrements
the counter. It leaks upward with every toggle/reorder/swap and then silently
drops legitimate later BadgesEvent updates (the server-authoritative active set
never reapplies). Remove the counter and always apply the server's active badges
on BadgesEvent (edits are already persisted server-side, so this is correct).
The ActivePrefixUpdatedEvent handler set the active prefix via
`setActivePrefix(prev => { const found = prefixes.find(...) })`, reading the
`prefixes` state from the closure — which lags by a render and is stale/empty when
the prefix was added earlier in the same event batch, so `found` was undefined and
the active prefix fell back to a partial item missing icon/color/displayName. Move
the derivation inside the `setPrefixes` updater so it reads the freshly-mapped list.
resetItems/removeUnseen/the UnseenItemsEvent handler each did `new Map(prevValue)`
(a shallow copy) then spliced/pushed the per-category array returned by
`.get(category)` — the SAME array reference still held by the previous Map. That
mutates state outside React's data flow (breaks under StrictMode double-invoke and
any updater replay). resetItems additionally did `splice(existing.indexOf(id), 1)`
with no guard, so an id not present (indexOf === -1) spliced off the wrong LAST
element. Replace each in-place splice/push with a cloned array set back on the new
Map (filter for removals, spread+push for the merge).
When a furni has no furnidata entry (furniDataEntry === null), unlock the
name/description fields instead of locking them: the Save button becomes
"Create entry" and sends the existing FurniEditorUpdateFurnidataComposer (10046),
which the emulator now upserts (creates a complete entry from items_base). The
classname-mismatch case (entry resolved by id but for a different classname)
stays locked to avoid an id collision. On success the hook already re-fetches the
detail, so the panel flips to normal edit mode. Name input prefills (placeholder)
from the DB Public Name.
install.mjs hardcoded the renderer SDK location as ../Nitro_Render_V3, so re-running it next to a renderer checkout under a different name silently cloned a second copy.
Resolve the renderer dir by priority: --renderer-dir=<path> flag, NITRO_RENDERER_DIR env, interactive prompt, then auto-detect an existing sibling among Nitro_Render_V3 / renderer. A fresh clone with no flag/env still defaults to ../Nitro_Render_V3, and existing checkouts are auto-detected (no more duplicate clones). Adds --renderer-repo=<url> for the clone URL; --help, the step labels and the summary reflect the resolved dir.
Backward-compatible, pure installer change — no client/runtime code touched.
Remove a trailing comma after the closing object in public/configuration/ui-config.example. This fixes invalid JSON syntax that could cause parsing errors when loading the UI configuration.
Wire both classic and modern catalog purchase widgets to the shared catalogSkipPurchaseConfirmation setting used by User Settings. When enabled, the primary buy/rent button now calls the purchase flow directly instead of first switching to the CONFIRM state. Existing validation, gift purchases, club checks, limited sold-out handling, and Builders Club placement flows remain unchanged.