Migration to referenced GUI menus
Category Menus no longer hold their own layout. The layout pool, main layout, window type and sounds live in an Open GUI entry referenced by the menu field. This keeps the editor light and avoids slow publishes on large pages.
What happens to old pages
At startup the extension looks for Category Menus that still carry a layout and converts them once: it moves the layout into a new chassis Open GUI and sets menu. The conversion only writes when every page was converted, and otherwise leaves your pages untouched and tries again at the next start. Back up your pages folder before updating, and update Quest Codex and GUI together.
A Category Menu that still has no menu is reported in the console, because opening it does nothing.
Doing it by hand
For each older Category Menu:
- Create an Open GUI and move
guiType,audio,layoutPoolandmainLayoutIdinto it. - Set
menuon the Category Menu to that entry. - Keep
category,title,rowsandsortDisplayon the Category Menu. - Make
rowsmatch the Open GUIsize.
Gap semantics
Before Quest Codex 0.3.0, a marker's gap was a spacing. It is now a step shared with every GUI extension: 1 places adjacent slots and 2 leaves one empty slot between them. To restore the former spacing of an old menu, double the step: gap 1 becomes 2.
Tracking storage
For persistent multi-tracking, put a Quest Codex Tracking Data entry in a static page and reference it from trackingArtifact. Keep its artifactId unchanged once players use it, otherwise their tracked quests are orphaned.