Chevron placement: the "protruding elbow" heuristic marked every
convex corner of a smooth ring as a chevron, which for a true
octagon/circle is *every* corner - producing 8 chevrons instead of a
deliberate subset. Replaced with a fixed, configurable count
(gate.chevron-count, default 7) evenly spaced along the ring's actual
geometric walk order.
Frame flood-fill leaking into unrelated structures: the diagonal
("stepped ring") connectivity fix from two commits ago used a full 3D
26-neighbor search, which let the flood leak sideways through the
ring's thickness into any other nearby structure sharing a frame
material (e.g. gilded blackstone used decoratively on a backdrop
wall), putting chevrons on it. The scan now bootstraps with a small
orthogonal-only flood to find the ring's plane first, then only
allows diagonal connectivity within that plane - never through depth.
One-way travel, properly this time: RuntimeGate gained an `outgoing`
flag, set true only on the gate that was actually dialed. The
teleport listener now only matches outgoing gates, so the destination
shows the event horizon but isn't walkable - stepping into it does
nothing, and only the dialing side can send a player anywhere.
Iris shield: it's a physical barrier independent of the wormhole, not
tied to "connected" state. Closed always means iris-shield-material
(default changed from IRON_BLOCK to BEDROCK per feedback), whether or
not the gate is even dialed right now. Only when the shield is open
does the idle/connected distinction (air vs event horizon) apply.
applyIrisMaterial() centralizes this so link, restart re-scan,
open/close, and the shield toggle all agree.