Optic checks were being propagated unconditionally in loops,
causing nearly every node in an optic network to be checked every
time.
This restores behavior to the original intended behavior of
propagating forward changes on next tick, but stopping at points
where state quiesces.
Unfortunately beam obstruction sensing has been working
instantaneously because of this bug, and that will revert to the
original intended behavior of having those picked up only on
random checks, which may cause regressions in some builds.
This should provide a visual clue as to WHERE players
should put tinder to get it to catch properly, since this
seems to be a common problem players run into.
Nodes cannot be scaled only if they are BOTH falling
nodes AND diggable by hand. Mostly this just means
sand cannot be scaled and needs to be dug out
instead.
Direct PvP is not (yet) a meaningful thing in NodeCore,
so there's no real benefit to targeting a player with a
tool. However, having players be pointable CAN cause
issues with spectators blocking the selection path of
legit players in multiplayer. This allows players to dig
around such spectators, and other players.
Players are not really "of the world" so this makes a
certain kind of sense...
This should improve game efficiency/smoothness when
a lot of flammable stuff is present but there are no
corresponding massive fires.
This seems to address runtime jitter issues noticed
after placing hundreds of coal nodes inside a forest.
The sunlight_propagates flag indicates that a node
can MOSTLY transmit light, like wooden frames, items,
or torches, but there are no purely transparent things
that are flammable, and all existing flammable things
are at least opaque at their centers, where lens light
would focus.
Consistent with removal of the arms and wield hud,
remove the hotbar HUD and dump all inventory items
on the ground at time of revocation, if necessary.