Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.
Now using a unified on_ignite hook for when flammable things catch
fire. The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.
It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).
If it returns a string or itemstack, it will eject that from the
position where the node burned. If it returns a table it will
eject all the values of that table.
Comb through issues. Shelve some of them. Fix a couple.
Add some ideas and reorganize/recombine others.
Lux tools should infuse in any open container, so shelves should
work fine too.
- Move design principles back into docs (needs cleanup).
- New player-oriented README content.
- Clean up issue/wishlist docs a bit (some things are no longer
relevant).
Bash gravel down into ash to produce dry aggregate.
Dampen the aggregate to produce wet aggregate. The ash chemically
reacts with gravel to produce a cement.
Let the wet aggregate dry and it will cure into smooth-stone.
It will tend to flow and wander if left uncontained though.
We actually haven't been testing in 0.4 at all for quite a while
now. Since this is a standalone base game without complex
interdependency relationships, there isn't really any need to
maintain compat with old versions of the engine. Players can
upgrade to play; keeping a separate copy just to play on old 0.4
servers is even still an option.
There is some internal cruft that has been building up to support
0.4, and this allows us to purge most of it. The larger benefit
may come when we're able to remove line_of_sight in favor of the
more efficient raycast (still yet to be done).
- 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.
- Don't generate in high terrain above y = 32 at all.
- Increase concentraion through 7 different strata moving downwards
up until max concentration at y = -4096. This creates incentives
for digging deep instead of just staying at surface.
- Intercept /give commands.
- Provide an API for giving the player an item and inserting it
into the inventory in the right place(s).
- Change the fill order. We try to fill the current slot first,
the continue to the right to the end of the bar, and then
finally work our way left to the beginning. I think this fill
order should be most comfortable, in terms of having items tend
to fall close to the cursor.
Use interception where possible to modify destintion for items
directly instead of relying on post-hoc inventory rearrangement.
This should resolve the glitches where items appear in the wrong
place in inventory for a flash before being moved.
- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
They sound silly, i.e. melting sand/steel now sounds like
sizzling bacon. They're distinct from the "hiss of steam" sound
that cooking completion makes, and it's about the best way to
symbolize "something's cooking" I can think of.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
This was effectively never really working in practice on MP, and
only ended up more of an eyesore than anything. Since it was
really only ever cosmetic, it's probably okay to just leave
this one out.
Clean up some old issues that are probably not worth worrying
about anymore.
This makes it a little easier to discover recipes, since you now
generally don't have to get the exact count right anymore; just
make sure you at least have enough.
Each slot is twice as likely to be injured as the one to its
immediate left. This creates some player agency in organizing the
inventory, e.g. prioritizing which items to risk the most/least
in the event of injury.
Hexagonal gradients aren't actually a thing, but 6 linear gradients
are a thing. Render them in high-res to minimize the effect of
anti-aliasing gaps, and then shrink them to fit.