It shouldn't consume the whole tool, but
should wear it. Without having groups to
use, just wear the tool based on whichever
group is most "lenient" in terms of uses.
- Prevent them from interfering with each other if
one machine is used to host the game in "Host
Server" non-dedicated mode and another is used
to actually join to take the screenshot.
- Multiple player YCTIWY things shouldn't happen
anymore.
- Rebuild alpha image on demand from updated release image and
some filters and masks.
- Don't bother including the "release" screenshot in the alpha
edition listing, since it's sort of redundant and makes the
CDB page layout look a bit crappier on most screen sizes.
Players can use sneak and/or aux1 for far-zooming, so they can
far-zoom while treading water in an ocean to look at distant
islands, instead of using the aux1=climb down hack, which causes
all sorts of weird issues with other features that try to detect
movement controls
Add a centrifugal/centripetal component to door
conveyance when it's on the vertical axis, to
help prevent gravity from immediately undoing
the work.
- Items propelled by the bottom of a door are
also pushed outward.
- Items propelled by the top a door are also
pulled inward, landing atop where the door was.
There IS actually a mechanism to detect it,
though I'm not exactly sure how to use it.
Players need an opportunity to discover that
method and prove whether or not it can be
exploited to make a proper machine.
Door recursion is now always:
- Breadth-first, so paths with fewer door-to-door
interactions always "win".
- Random-ordered within each depth layer, so
there are are no biases in door operation order.
Looking into the possibility of making everything
overridable for game-logic purposes by group, it
turned out to be a bit of a nightmare. Also, instead
of overriding them at the "heuristic" layer, it's
probably better to simply allow overriding at the
specific game logic level, e.g. so that multiple
systems that use the same source data for heuristic
purposes can have differing behavior.
Note that we are not YET bumping the protocol version requirement
because (1) the proto bump policy was new as of 5.5, and (2) we
have no known cases yet of 5.4- not working correctly.
- Unify setup and inv mods so they can share some
logic
- Lock more things when player is standing in the
"home" position.
- Automatically re-lock player if they return to the
"home" position and stay still.
It was always weird that the player character could
sense hinged panels even when the faces shown were
completely undifferentiated from their non-panel
counterparts. Add a fairly subtle visual indicator that
makes it obvious why the player can spot them.
Players can still hide doors in plain sight, they may
just need to take more advantage of shadows and
other geometry tricks to ensure they don't stand out
against a field of similar nodes, or use psychological
tricks to distract other players from spotting the
patterns.
Treat all "stone-like substances" as stone for purposes
of the hints. You can chisel/bond any of stone, adobe,
sandstone, tarstone, etc. to get credit for the hints, so
there should no longer be hints hidden because you
haven't had the exact right kind of unetched concrete.
Craft output nodes are rotate in a random (but still
upright) direction if they're facedir, and the param2
is not specified by the recipe. Currenly only affects
optic prisms.
- Fix door place-craft discovery not triggering due
to wrong label name
- Fix many door witnesses not working because the door
itself obstructs view of the action; "spread" the witness
event to multiple positions and give the player credit
if they can observe any part of the interacting nodes.
Right-clicking on the top of a shelf would place a legacy plantlike
eggcorn. This was due to the storebox right-click override
unconditionally calling `item_place_node` when placing an item against an
inaccessible side of a storebox.
The solution would be to call `item_place` instead, since that function
has the logic to handle `place_as_item` correctly. However, this cannot
be called from the storebox right-click override directly because
`item_place` calls the `pointed_thing` `on_rightclick`, which would
cause an infinite recursion.
Solve this by refactoring the placement logic into a new
`minetest.item_place_node_or_stack` which is called by `item_place`,
as well as by the storebox right-click override when placing items.
If an item stack is present in the node below a form,
the stack in the form will not fall into it even if it could add to it
(e.g. a 16-sand stack in the form will not fall into a 2-sand stack
below).
This is due to the item stack node being non-buildable-to and missing a
can_item_fall_in method, causing the stack_can_fall_in checks in
storebox_check_item_fall_out from failing when the shouldn't.
Fix by implementing the can_item_fall_in method for item stack nodes.
The implementation follows the storebox one, without any “geometric”
checks on accessible sides.
Placing a sedge into a container via right-click would
randomly transform the sedge to one of the 5 different
random stages of growth, same as placing on the
ground would, causing non-sedge_1 sedge items to
exist which don't stack with normal sedge_1 anymore.
Instead, simplify the growth feature to apply the
change to the sedge in node form after it's been
placed, instead of manipulating items.
Move unconfirmed/unreproducible issues to a separate
"rumors" file, move issues back to main lists only once
we've found a way to confirm or otherwise understand
them (or really just go ahead and fix them immediately
if possible).
- Regen with LBM too.
- Allow different delay time for "just loaded" case.
- Use DNT auto-start for more things, replacing
regen ABM/LBM where possible.
Also tried to improve door ablation reliabiity:
- Use DNT autostart for door ablation.
- Faster DNT check so we don't need the ABM
neighbor scan anymore.
- On early ablation trigger, set DNT for right after
cooldown ends instead of letting DNT loop die,
removing one scenario that could cause
sponge squeezer stalls.