Rotation is now fixed, non-moving, and deterministic. This fits
in better with the rest of the visuals in the game being
stationary when in steady-state, i.e. only things actually changing
are actually moving.
Instead of rotation speed indicating a full stack, rotation angle
now does; non-full stacks will always be off significantly from
orthogonal, while full ones will be perfectly square.
- Inventory screen is now no longer game-interactive, and serves
as purely an "about" screen.
- Move the HUD components out of inv mod and into hud mod.
- Separate player setup mod for static physical limitations like
step height, inv size, etc.
- Simplify queue handling, FIFO retry for ents not created due
to world not loaded.
- Make ents responsible for own attachment, to reduce the chance
of non-attachment due to out-of-order replication.
- Unify config object passed to ents, allowing ents to self-manage
more.
Instead of a single queue backlog/icebox setup, split into large
dev spikes and issue/cleanup stuff.
I've been doing a sort of "tick-tock" development cycle in practice
so far. Sometime cycles are "tick" where I add a major feature,
like shelves/totes, lode metallurgy, etc. Others are "tock" cycles
where I make a lot of small releases to clean up issues accumulated
from prior work.
The new backlog format will help keep these separated better.