Migration needed. Changed how connection screens are defined, rather than being a database model, they are created on-the fly. I didn't migrate over the screen data into the new module file though, so if you had custom connection screens, you need to manually add them to the new module in gamesrc/world/connection_screen.py.
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game/gamesrc/world/__init__.py
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game/gamesrc/world/__init__.py
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game/gamesrc/world/connection_screens.py
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game/gamesrc/world/connection_screens.py
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#
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# This module holds textual connection screen definitions. All global
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# string variables (only) in this module are read by Evennia and
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# assumed to define a Connection screen.
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#
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# The names of the string variables doesn't matter (except they
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# shouldn't start with _), but each should hold a string defining a
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# connection screen - as seen when first connecting to the game
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# (before having logged in). If there are more than one string
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# variable defined, a random one is picked.
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#
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# After adding new connection screens to this module you must
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# either reboot or reload the server to make them available.
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#
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from src.utils import utils
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DEFAULT_SCREEN = \
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"""{b=============================================================={n
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Welcome to {gEvennia{n, version %s!
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If you have an existing account, connect to it by typing:
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{wconnect <email> <password>{n
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If you need to create an account, type (without the <>'s):
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{wcreate \"<username>\" <email> <password>{n
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Enter {whelp{n for more info. {wlook{n will re-load this screen.
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{b=============================================================={n""" % utils.get_evennia_version()
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game/gamesrc/world/examples/__init__.py
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game/gamesrc/world/examples/__init__.py
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