Massive notes dump

This commit is contained in:
Aaron Suen 2022-08-12 06:37:13 -04:00
parent 42d92f4ca9
commit cebd4e1545
8 changed files with 181 additions and 28 deletions

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@ -41,6 +41,10 @@ to the project!
- #6963: If this is implemented, we may have a more efficient
way to handle "visinv" nodes, i.e. stacks, storage boxes,
and other container nodes.
- #12317: Not having consistent and known player movement
interpolation behavior makes it hard to keep player
nametags matched with the average player position instead
of jumping ahead or lagging behind.
- Help with documentation
- Improvements to the in-game guidance, esp. for onboarding new

60
docs/hopeless.txt Normal file
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@ -0,0 +1,60 @@
========================================================================
HOPELESS: Problems that look like they might be unfixable
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These are things that I would like to have fixed, but realistically
probably can't do anything about. SOME may also be specific engine
issues referenced in WISHLIST, but others may be so fundamentally
broken or unrealistic that they may not be worth pushing as an engine
issue.
- Variable step size consequences
- Instability of entity physics at large scale, i.e. cannot
aim a catapult
- Optomechanic timing issues; I'm unwilling to sacrifice optic
timing lockstep, but I can't enroll every other system in them.
- Doors are a possibility but would require refactoring
out a "virtual node transaction" sort of object that
could be hella complex.
- ABM performance sucks
- The scheduler distributes work across time very poorly
- We really need the ability to control scheduling from lua
- C++ is too inflexible
- We need to be able to process in batches instead of only
per-node dispatch
- neighbor check really could be made more specific,
e.g. a mask to select which neighbors
- Liquid issues
- Z-fighting against normal nodes; no way to both show inside
surface against air AND avoid z-fighting.
- Multiple kinds of water don't "mix"
- Can't do the sky navigation thing fully
- Client resource GC for computed textures could fix the memory
leak issues
- Multi-layer skybox with "parallax" layers would allow me to
move things around without building new textures (would be
faster too)
- Entity rendering performance is painful
- visinvs have an outsized impact on rendering perf, making
large storage areas painfully slow
- would like to be able to make more nodes ents, like doors,
for animations
- LBM and node timer "leaks" can happen, necessitating a lot of ABMs
- If I could reliably discover the existence of nodes and
ensure some process is pending for them, then I wouldn't
need these.
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@ -9,6 +9,43 @@ ISSUES-GAME: Gameplay-affecting issues
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- Rake recipe is a major problem
- Lots of players are getting caught up on it
- Replace recipe:
- Add "partial" rakes for 1, 2, and 3 tines.
- Using adze on handle makes partial rake.
- Using adze on partial rake upgrades it.
- Once a full rake is completed it works as normal.
- Partial rakes have rake functionality but break
after a single use.
- Break into appropriate prills (lode)
- Hide rake recipe until later in the game?
- Maybe add a generic "# hints completed" qualifier?
- Instead of always displacing nodes upon falling node landing, should
check for diggability and if diggable, convert to drops.
- If a mod adds a second loose-leaves-like node (falling,
non-walkable, e.g. nc_nature loose shrub) then it and loose
leaves in a narrow deep pit will constantly replace each
other.
- Cheats
- Add radius to /snuff, /ignite, /growtrees, etc
- Add a /soak cheat to push soaking?
- Add a /forest or /grove cheat to sprinkle trees around
- Like the flora redecorate
- Useful for servers with spawn tree attrition
- There needs to be a way to detect bricks bonding
- Smoke puffs?
- Absorb something (e.g. flowing liquid) from its surroundings?
- Emergency digging mechanic issues
- Players still confused by it.
- Because pumwater is pointable, if you're trapped with no way
to get your head out of it, you can't emergency dig the
container and free yourself.
- Continuing issues with storebox fall-thru
- Items now refusing to fall from a form into a crate or
case directly below.
@ -30,9 +67,6 @@ ISSUES-GAME: Gameplay-affecting issues
- We can detect player "falling forever" by scanning down
to find anything other than air before ignore.
- Instead of always displacing nodes upon falling node landing, should
check for diggability and if diggable, convert to drops.
- Touch-damage is overused, should probably only apply to
obviously extremely hot things like embers and pumwater.
- Maybe add a pickup_damage/hotpotato group specifically
@ -54,13 +88,6 @@ ISSUES-GAME: Gameplay-affecting issues
few other ordinary items anymore, or has our falling_node
rework made that irrelevant now?
- Grass, sprouts, and stumps (maybe others) all reuse textures from
dirt, and from some sides are visually indistinguishable from
dirt, yet the player is somehow able to distinguish them via a
looktip (not even needing to touch/hear). This feels inconsistent
and maybe these nodes should have distinct textures on all sides,
like added roots.
- Sponge Fixes
- Fix crappy sponge death mechanic
- Remove special treatment of glass case and glass nodes
@ -84,8 +111,6 @@ ISSUES-GAME: Gameplay-affecting issues
- Confirmation UI after completing recipe, e.g. floating ent
- Make all recipes include some pummel factor?
- Doors should produce particles when digging or pummeling
- Door press recipe limitations
- Node-placing recipes don't work with itemstacks
- Tool and torch making don't work
@ -141,9 +166,6 @@ ISSUES-GAME: Gameplay-affecting issues
<max health instead of time of last damage.
- Should lose farzoom when damaged too.
- Should water/lava springs vary by depth? Lava seems kind of laborious
to find right now.
- We can reliably detect the zoom player control, make far-zoom only
work while zooming, and add hints for it.
@ -158,9 +180,6 @@ ISSUES-GAME: Gameplay-affecting issues
- Door-wheels do not affect attached glyphs...
- Add a few smoke particles to fire?
- Make them different (smaller?) than cooking to differentiate.
- Consider changing wet/dry stack splitting
- Currently, original stack remains in place, wetted/dried
stack jumps out to new spot.
@ -195,13 +214,6 @@ ISSUES-GAME: Gameplay-affecting issues
amount of distance available to fall? repose only needs to have a
particular angle as measured on flat land?
- Delay lens full brightness?
- Propagate optic signals immediately
- Reach full brightness a few seconds later, to reduce map
update work and prevent rapid strobes.
- Strobes can cause excess lighting recalcs and block
transfers, and can cause seizure problems for users
- Tote issues:
- Consider updating tote recipe.
- Totes should do face-connected search for totables; don't pick up

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@ -13,4 +13,7 @@ N.B. this is just for the running list of features that need to be added
to hint system coverage, NOT necessarily for issues with the hint SYSTEM
itself.
- Soak-tickling
- Soak-tickling
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========================================================================
ISSUES-DOCS: Issues related to media/assets, or visuals/effects
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- Publish "base" texturepack to CDB
- Allows servers to use "server texturepacks" with impunity
without breaking the basic principle of players having
access to all texture options.
- Sound check
- add some kind of falling sound (very low pitched dig noise)
to falling nodes, to give players a chance to jump away from
gravel "jumpscares"
- Maybe add very subtle ambiance and/or particles to
falling nodes poised above non-walkables?
- check sound for quality; stick sounds have a lot of bass noise
- Increase the pitch variance?
- Especially for ambiance/wind?
- Grass, sprouts, and stumps (maybe others) all reuse textures from
dirt, and from some sides are visually indistinguishable from
dirt, yet the player is somehow able to distinguish them via a
looktip (not even needing to touch/hear). This feels inconsistent
and maybe these nodes should have distinct textures on all sides,
like added roots.
- Doors should produce particles when digging or pummeling
- Add a few smoke particles to fire?
- Make them different (smaller?) than cooking to differentiate.
- Player nametag visual interpolation
- When player movement interpolation WORKS
https://github.com/minetest/minetest/issues/12317
- Nametags can "lead" players due to jumping to destination
immediatel with no interpolation
- Save previous pos, average with new pos
- Fix damage falling damage "death" flash
- Player falling off a short/mid size cliff will get a damage
sound, flash, camera shake.
- Player falling off a huge cliff (enough to "kill" them) only
gets the sound.
- May need to do something different to calculate damage
- player:set_armor_groups({fall_damage_add_percent = -x})
- May need to heal and then re-hurt to trigger extra effects?
- Take full control of damage fx server-side?
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@ -9,7 +9,7 @@ ISSUES-RUMORS: Unconfirmed or difficult to reproduce heisenbugs
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- Items landing on crate without fallin gin
- Items landing on crate without falling in
- Oblomov: door pushing hatched head used to chop low grade
coal into coal chunks and ash; lode crate under the
to-be-chopped node; node gets chopped, some lumps end on the
@ -56,3 +56,12 @@ ISSUES-RUMORS: Unconfirmed or difficult to reproduce heisenbugs
4) drop one and then the other into the hole
5) watch the fighting shrubbery
- Torch dynamic light delayed/blocked
- During MultiDarkSamuses twitch stream
- Seemed to require going in deep enough
- Issues with additive lighting?
- Simply a delay caused by mapgen lag?
- Make sure concrete curing is giving hints correctly
- During MultiDarkSamuses twitch stream @ 1:19:00
- Didn't get a hint for pliant curing, got it later?

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@ -113,5 +113,12 @@ NONIDEAS: Ideas already considered and rejected
In theory this is not exclusive to music, but its prevalence
in music already is a big problem.
- Revert Item Stack Pickup Control
- Without this feature, it's very difficult to control which
slot an item goes into, making it hard or impossible to pack
the hotbar the way the player wants.
- Without this feature, it's difficult or impossible to split
stacks and pick them up while keeping them split.
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@ -3,4 +3,5 @@ enable_dynamic_shadows = false
time_speed = 0
display_gamma = 2
enable_damage = true
time_send_interval = 60
time_send_interval = 60
desynchronize_mapblock_texture_animation = false