A bug that trapped you indoors, "No cameras rendering," and moving Noel's stall to the roadside
After 157-1, interior doors were tracking the disabled village player, so you couldn't get back outside. I fixed that and the "No cameras rendering" message during transitions, and moved Noel's stall to the north roadside, facing the road.
After changing things in 157-1 to keep the village loaded but disabled, two problems showed up. You could enter the guild, tavern and blacksmith, but you couldn't get out, and a "Display 1 No cameras rendering" message popped up when going in and out. While I was at it, I decided to move Noel's stall to the spot I'd marked and have it face the road.
Screens I built
I moved Noel's stall to the grassy roadside on the north and turned it so the front faces the road (west). The coordinates I'd written relative to the original spot get moved and rotated as a whole. Noel faces the road, the talk spot is at the edge of the road, and the fruit crate is on the north side instead of toward Luka's awning. The stall is now separate from Luka's awning.
I went back and forth between the village and the guild, tavern and blacksmith through the actual doors, and everything worked. Every time there's only one player, they stand at the exit point, and controls get unlocked.
Rabbit hole: can't leave the interior
Keeping the village loaded but disabled meant the village player also stayed around instead of being destroyed. But the door check remembered the first player it found and only searched again when that one was gone. So the interior doors were measuring distance to the position of the disabled village player. I changed it to search again if the remembered player is disabled.
In 157-1 I had tested by calling the transition function directly, so it never went through the door check. This time I moved the player from outside the door radius to inside and checked that the door triggers the transition by itself.
Rabbit hole: "No cameras rendering" during transitions
After the village was disabled and before the new scene's camera turned on (or the other way around), there were frames with no active camera at all. I added a transition camera that renders nothing and just clears the screen to black, and turned it on only during transitions. It has the lowest order, so any other camera draws on top of it. Counting every frame, there are 0 frames without a camera.
Next up
- Go in and out with an actual keyboard and mouse
- A grass bush overlaps the fruit crate spot at the north end of the stall

