Any liquids that are dropped should become
placed nodes. It was observed before this that
wet concrete may have been displaced in such
a way that it created a stack node; this ensures
such things are precluded as much as possible.
The game was designed with this appearance in mind, especially the
appearance of float glass, and having this turned off can have a
major impact on the aesthetics and even function (accessibility)
of builds.
The ability to enable/disable connected glass is of unproven value
even to lower-end systems, as most of the additional work is in
the background mesh-building thread, and by now the game is complex
enough that other factors completely overpower the impact this has
on performance.
Forcing this mitigates the risk that players who have connected
glass turned off will not experience the proper results of using
float glass, and that their builds will appear very different for
other players.
Don't reuse damage_per_second for damage on punch and radiant
damage. This allows these to be defined separately, i.e. no longer
assuming that all damage is from "heat" and can radiate. This
allows for things like thorny plants that hurt if you touch them
or stand in them but not if you stand near them.
Thanks to WintersKnight94 for reporting this.
- Storeboxes are now scalable.
- Standardize touch-hurt operation.
- Touch-hurt damage on scaling.
- Now possible to alter scaling time via scaling_time
group (percent of original scaling time)
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
- Super-clear, ultimate form of clear glass.
- Needs to be molded floating atop lava.
- Not sure about merging this yet; there are kinda a lot of forms
of glass already now...
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.
This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.