Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* Core: hot reload components from installed apworld
* address PR reviews
`Launcher` widget members default to `None` so they can be defined in `build`
`Launcher._refresh_components` is not wrapped
loaded world goes into `world_sources` so we can check if it's already loaded.
(`WorldSource` can be ordered now without trying to compare `None` and `float`)
(don't load empty directories so we don't detect them as worlds)
* clarify that the installation is successful
* Test: add hosting simulation test
* WebHost: add weak typing to get_app()
* MultiServer: add typing to auto_saver_thread
* MultiServer: don't cancel task, properly end it
* customserver: stop auto-save thread from saving after shutdown
and make sure it stops, another potential memory leak
* MultiServer, customserver: make datapackage small again
* customserver: collect/finish room tasks
Hopefully fixes the memory leak we are seeing
* CI: test hosting
* Test: hosting: verify autohoster saves on Ctrl+C
* customserver: save when stopping via Ctrl+C
* A Short Hike: New options and stuff
* Add to slot data for poptracker
* Address concerns
* Address concerns
* Fix indentations
* Update option description
* Address all issues
* Group "or"s
* Core: add unit tests for the numeric options
* document using a collection and the hashing quirk
* add another example for the footgun
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>