NodeCore will probably never use this itself, but it
can be used for mod content (i.e. Winter's waterlogged
containers) that will never allow infiltration of air
whether the sides are open or not.
While we don't need to include these in the .tr file, if the
translators verified that the translated string matches the
source string (e.g. lines with only a URL or other technical
information) it still counts toward translation completion %.
Optic checks follow a plan-then-commit phased process,
but ablation processing was happening (and modifying
the map) during the "plan" phase, which was almost
certainly the root cause of the optics duplication bug
that was just mitigated.
Add a mandatory "defer" function to the optic_check
protocol that nodes can use to peform additional
custom logic AFTER the commit phase has completed,
and move all door ablation actions there.
The "optic family" mitigation is left in place to also
provide a heuristic for verifying the problem has been
resolved.
Optic nodes are each assigned a "family" of nodes that
are equivalent things with different power states. Optic
commit is not allowed to replace any node with another
node outside of the source node's family. This at least
prevents optic_commit replacing an air node with an
optic node (the way the dupe manifests). Log a warning
whenever this happens.
Unfortunately we still don't yet know the actual cause of
the problem, so this is just a workaround, not an actual
fix.
All rotatable node selection boxes should be as symmetrical as
possible so that rotating a node without moving the cursor won't
change which node the cursor is pointed at by resizing the
rotated selection box out of the way, which can cause repeated
right-clicking to miss and hit another node.
Prisms were corrected for this some time ago. Lenses were
apparently close enough that this was missed, or considered not
important enough, but this change makes things much more
consistent, including making the lens and prism hitboxes match.
Show a textual fuzzy description of how long a player has been
offline (in terms of in-game time, not realtime) in player ghost
looktips instead of just "Offline Player", if the last seen time
is actually known. Can be disabled by a setting.
When placing an optic node into an existing beam path, it
immediately acquires the correct state rather than being placed
as "inactive" and needing one tick to activate. This would cause
a "down" pulse to travel down networks when placing a "vampiric
tap" into an existing beam path, even if it was placed with the
correct initial rotation. This reduces a source of noise in
optic circuit building that doesn't appear to add any meaningful
challenge, only nuisance.
Prevent stack from doing selection-reanimation
by just setting the time at which annealing would
happen once rather than keeping a count of
elapsed time.
The builtin grant/revoke commands modify the privs table returned
from get_player_privs, which can poison the cache if the priv
modification is later aborted due to an error. Return a clone of
the privs table instead so that modifications of it don't affect
the cached copy.
If the transformation happens at the player's actual
location, they don't have to "see" it if they can "feel"
it. This fixes witness triggers happening inside the
player's inventory.
Note that these are separate from the existing
recipes used elsewhere out of necessity. Lode
also anneals faster when carried (it's exposed
to more air cooling).
- Pick up and carry hot lode things
- Sane tool wear management
Known Issues:
- No recipes yet
- Glowing things don't anneal/temper when inside
player inventory
Door press and plank recipes now share the same
underlying logic for checking for a "backstop".
Refactor the recipe checks a bit more to get rid of
excess structure and named functions.
After successfully moving a node, always stop trying
to move that node to another spot, regardless of
whether or not we had any retries to process as a
result.
Rotate horzy and verty etched concrete around its vertical axis
when it's placed. This only affects the direction of the stripes
on the top and bottom of the blocks. For example, a cross-beam
made of horzy concrete can now have the stripes on the top and
bottom of the beam in the same direction as the stripes on the
sides, or not, as desired, where before the top and bottom stripes
always ran east-west.
The YCTIWY mod is already keeping track of offline player
positions, so allow admins to use those for teleportation. This
is sort of like the szutil_offlinepos mod, but as a standard
game feature now. It can be useful for admins to quickly locate
players who are trapped and need rescue, or suspected of griefing
and need to be confirmed.