2019-03-03 11:30:30 -05:00
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========================================================================
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2020-06-20 10:11:14 -04:00
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ISSUES-CODE: Issues related to code quality and APIs
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2019-03-03 11:30:30 -05:00
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------------------------------------------------------------------------
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2019-03-05 19:20:38 -05:00
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#### ##### #### # # ###### ##### ####
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# # # # # # # # # # #
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#### # # # # # # ##### # # ####
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# ##### # # # # # ##### #
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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2021-12-13 22:18:06 -05:00
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- Add AISM profiler similar to how ABM profiler already works
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2021-12-08 23:20:42 -05:00
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- Optimize colony growth logic
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- For each sponge found, push into a queue
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- Process queue on step:
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- Skip all "seen" sponges
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- For each sponge, floodfill to find colony
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- Mark all sponges in colony as "seen"
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- Look for a "colony center" sponge that has colony metadata
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- Process growth for entire colony, generate sponges
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as needed
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- If a sponge is dug, check to see if it's the colony
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seed and has the metadata
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- Transfer metadata to any face-touching sponge
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2021-12-05 14:39:50 -05:00
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2021-11-25 21:36:24 -05:00
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- Allow mods to affect game time flow
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- Allow skipping forward through time
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- For an offline mod for mobile SP to make gametime Track
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realtime even when world is offline
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2021-08-27 20:50:31 -04:00
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- Recipe "rate adjust" is messed up.
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- Make rate_adjust ONLY use config
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- Add a speed adjustment for manual changes, e.g. when
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tool speed is used
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- LookTips
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- API needs an overhaul
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- Use a single generic name everywhere (getdesc?)
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- Simplify calling, maybe pass data table
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- Unify between node/itemdefs, entdefs, etc.
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- Update mods depending on touchtips
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- Fix glyph handling to be face-specific instead of
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always naming the glyph if above, even if wrong face
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- Crosshair still not fully synced with looktip: node
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name visible due to punching nodes still does not
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solidify the crosshair in darkness.
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- Player skin API overhaul
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- Pass a context object only
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- Use player name, not player obj
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- Update based on recentish engine sound improvements
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- Improvements committed 2020-02-01
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- exclude_player in sound_play instead of looping through
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https://github.com/minetest/minetest/commit/ace3c7611
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- Remove NC's "social sounds" feature for dig/place
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https://github.com/minetest/minetest/commit/c10e18859
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2021-08-04 22:58:29 -04:00
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- Convert more things to autostart DNTs?
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2021-08-18 23:12:06 -04:00
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- Expand stackapply recipes
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- Allow them to work with non-stacks?
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- Hook into item_place
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- Work for mixing coal into wet concrete?
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- Make stickcraft recipes work in tight spaces?
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- Simulate node placement for place recipes?
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2021-12-10 20:29:07 -05:00
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- Anywhere we are using explicit names or lists of names in game, we
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should probably try registering groups to allow future expansion
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2021-07-04 10:19:54 -04:00
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- Unify the "node destruction particles" system. Allow complex options,
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like alternative node def, particle def, disable on silk touch.
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2021-02-27 07:51:17 -05:00
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- A wooden plank appeared to have decayed in place of a scaling node;
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could it be a problem with ABM muxing?
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2021-02-26 09:42:33 -05:00
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- Switch ents to using on_step moveresult for collision detection
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instead of checking nodes directly.
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2021-02-26 09:01:54 -05:00
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- Organize into modpacks for layers
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- Compat
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- Util
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- API
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- Natural
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- Tech
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2020-09-26 22:24:09 -04:00
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- Try to detect and separate out translation strings coming from
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non-core mods so we can consistently generate the game translation
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file without having to disable mods.
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2021-02-26 09:01:54 -05:00
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- Automate uploading translation source strings?
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2020-09-26 22:24:09 -04:00
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- Test nc_wield with items that have their own visual scale.
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- Flammability ABM ordering. Always do extinguish check after ignite
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2021-08-01 20:19:27 -04:00
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checks or vice versa, so suboptimal firestarting is consistent
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2020-08-30 21:49:38 -04:00
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- Make door pusheability customizable
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- door_can_push or door_cannot_push groups/flags or something.
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- Allow override of standard falling_node check.
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- Overhaul player health to work entirely virtual
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- Raise max up a lot to make room for fine grained falling
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damage so we can raise threshold
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- Consider falling damage add percent to all nodes?
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- Add API for doing fake damage effect using set hp
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- Allow optics pending transaction to be flushed early
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- Optics interacting with doors are out of sync
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- May need to commit the optic state immediately when triggering
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doors so they get the correct current state.
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- Consider full eversion of event handlers
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2021-08-02 07:17:51 -04:00
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- Disallow (or automatically convert) traditional single-handlers
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2020-08-30 21:49:38 -04:00
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on all definitions
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- Use a register_on_something() method to hook pretty much
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everything
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2020-06-25 07:07:51 -04:00
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- Unify mkreg
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- Add validation/modifying and order comparison funcs
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- Use for recipes, mapgen_shared, playerstep, etc.
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- Consider replacing with register_generic():
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- Allow lazy registration, i.e. a register method that can
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register for things not yet defined, and allow later registration
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of the registration definition that will pick up those missed.
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- Define order for inv tabs
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2020-06-26 18:23:44 -04:00
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- Transactional api ref localization
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- For certain large computations, like an optic processing, it may be
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worthwhile to capture some often-repeated functions like minetest.get_node
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as locals.
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- May need to test performance on a non-JIT build, where this is expected
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to have a larger impact, since JIT probably optimizes the difference away.
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2020-06-20 10:45:44 -04:00
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- Some time-integral processes are not resetting when prereqs removed
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- Cooking resumes instead of resetting when fire removed.
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- Leaching resumes instead of resetting when water removed.
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2020-05-29 09:20:40 -04:00
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- Make leaf decay group-driven for mod applicability.
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- Switch some extended attributes to first-class support instead of modifying
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definition at registration time.
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2021-04-06 22:24:05 -04:00
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- e.g. the way drop_in_place used to be an after_dig_node hook
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modifier but became first-class.
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2020-05-29 09:20:40 -04:00
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- Add a nodecore.inherit_node() helper that registers a node as a
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modified copy of another definition, e.g. for planted eggcorns copying
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dirt, door panels copying original materials, etc.
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2020-01-19 17:44:33 -05:00
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- Need to find a way to make AISMs work with falling_node.
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- Create ItemStack, run hooks, try to convert back to node
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(assume node and item meta map 1:1) and if it fails then
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spawn an item_ent.
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- Need this for amalgamation remelting.
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- Would it make sense to unify the item and falling_node ents?
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- Unify sponge growth logic so it can be used for mapgen, to ensure
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that spawned sponges match naturally-grown ones?
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2020-06-20 10:11:14 -04:00
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- Easier recipe API:
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- Use ascii art like ezschematic?
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- Aliases like "sides"/"corners"?
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- Make 3x3 recipes easier to define.
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- API for recursing through embedded inventories, e.g. in totes.
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- Lux reaction cannot sense other lux inside totes.
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- Scripts to validate dependency graph.
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- Tag deps directly in code at place of use.
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- Auto-generate mod.conf / depends.txt
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- API Cleanup
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- Further nc_api break-up, clean up util functions.
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- Heat API
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- Quenched, Flames as numbers or nil?
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- Unify nc_items and visinv API.
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- Stack nodes are "special", get first-class support.
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- APIs for different kinds of "neighbor" scans
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- Face, edge, corner touching
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2019-10-24 20:16:37 -04:00
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2019-03-03 11:30:30 -05:00
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........................................................................
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2019-03-04 19:33:55 -05:00
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========================================================================
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