383 Commits

Author SHA1 Message Date
Aaron Suen
14e89bbb90 Removed debug code. 2019-03-09 19:49:14 -05:00
Aaron Suen
0f0377da52 Make lens/prism light pass thru sunlight_propagates nodes.
This also prevents the lens from igniting them.

Made stick and staff at least as transarent as frames/ladders.
2019-03-09 19:46:52 -05:00
Aaron Suen
111338e56f Pound glass back into sand. Fix recipe prioritization for pummels. 2019-03-09 19:40:02 -05:00
Aaron Suen
767934393f Planning, chipping stone produces gravel. 2019-03-09 19:21:32 -05:00
Aaron Suen
122f1c1677 Lens firestarting. 2019-03-08 23:30:12 -05:00
Aaron Suen
96b5863fc0 Tools melt down to prills; reworking is necessary. 2019-03-08 23:22:14 -05:00
Aaron Suen
efa9007793 Change how visinv items handle rotation.
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.
2019-03-08 19:11:05 -05:00
Aaron Suen
0dfc08cdfc Fix cube/block/node renaming error. 2019-03-08 14:42:04 -05:00
Aaron Suen
f59f737a64 Clean up roadmaps. 2019-03-08 00:37:17 -05:00
Aaron Suen
e64e21b490 Call in-world nodes "cubes" instead of "blocks".
The confusing terminology is so annoying, so let's pick a word
that doesn't have a technical meaning, maybe?
2019-03-07 23:16:29 -05:00
Aaron Suen
f4657cb10a Dammit! minetest.get_meta, NOT minetest:get_meta! 2019-03-07 23:06:11 -05:00
Aaron Suen
be2bef8d3e Actually, we probably don't need to nerf the light so much. 2019-03-07 22:43:11 -05:00
Aaron Suen
1ae9408819 Nerf molten glass light emission. 2019-03-07 22:41:49 -05:00
Aaron Suen
83acbe39ca Merge branch 'optics' into dev 2019-03-07 22:29:00 -05:00
Aaron Suen
58109d30e7 Create basic crafting recipes, completing tech tree bridge.
It should now be possible to obtain the new optical stuff given
only resources in-game.  The molten glass casting process, in
particular, should be at least a little interesing.

These recipes aren't very interesting and may be subject to
refinements in the future.
2019-03-07 22:27:38 -05:00
Aaron Suen
19bfab1c1f Glass now cools/quenches.
Almost done with this new feature; just need to craft lenses and
prisms from chroma glass...
2019-03-07 22:21:04 -05:00
Aaron Suen
bcca369cc7 Molten glass flows (source "rolls") downhill.
This will allow us to pour glass into molds for casting.
2019-03-07 22:05:37 -05:00
Aaron Suen
ed7fa1e95c Add molten glass, cook sand into it w/ fire. 2019-03-07 21:50:29 -05:00
Aaron Suen
332f42bdc7 Rename a thing. 2019-03-07 21:06:53 -05:00
Aaron Suen
718c31386f New name by Yanakov. 2019-03-07 19:35:01 -05:00
Aaron Suen
c0e68a24b4 Add basic glass nodes, new textures. 2019-03-07 19:26:53 -05:00
Aaron Suen
1b90ed6599 Merge branch 'dev' into optics 2019-03-07 16:47:48 -05:00
Aaron Suen
516780a619 Fix bug causing pummel particles for invalid recipes (node check). 2019-03-07 16:47:12 -05:00
Aaron Suen
dad4de4a89 Merge branch 'dev' into optics 2019-03-07 10:35:20 -05:00
Aaron Suen
fb70360b5b Totes were never really supposed to stack... 2019-03-07 10:35:05 -05:00
Aaron Suen
0f21dcd29c Merge branch 'dev' into optics 2019-03-07 10:08:46 -05:00
Aaron Suen
cbb7f823c3 Fix node dig prediction, allow limited zoom. 2019-03-07 10:08:22 -05:00
Aaron Suen
0652636e47 Remove redundant rotations, simplifying node spinning. 2019-03-07 10:04:32 -05:00
Aaron Suen
fa4ae544ad Crank abm back up again, log unloaded area issues. 2019-03-07 01:56:27 -05:00
Aaron Suen
cb78b5a334 Got immediate triggering working. 2019-03-07 01:40:26 -05:00
Aaron Suen
94082bc86a Prism and full logic basically working.
There seems to be an issue triggering events, so a lot of work
is being done by the abm to cover over this problem...

Much like my earlier work with sz_rotary, I suspect a lot of
fine-tuning will be needed.
2019-03-07 00:58:37 -05:00
Aaron Suen
e68693c062 Optic API works, lens basically works. 2019-03-07 00:35:27 -05:00
Aaron Suen
8c2bc87748 Merge branch 'master' into optics 2019-03-06 23:13:14 -05:00
Aaron Suen
b012fd2356 Change item "desperate" placement logic.
Avoid above-grade placement, but randomly allow it, allowing
items that are "stuck" in a pile of leaves to gradually
random-walk their way out into a stable position.
2019-03-06 22:07:18 -05:00
Aaron Suen
0603683626 Typo. 2019-03-06 21:54:52 -05:00
Aaron Suen
611733d7d8 Naming refinements. 2019-03-06 21:52:53 -05:00
Aaron Suen
e6cbc33e1c More reasonable positioning on non-pathological screens. 2019-03-06 14:00:35 -05:00
Aaron Suen
3be4f221ff Completely different approach to the item name tip thing.
Can't get HUDs to align right on high-DPI/android at all.  Give up
on the combination breath/wield bar, switch back to a much earlier
version of the code for that.

For wield names, add a new tooltip to the center of the screen, and
show it transiently so that it doesn't disrupt all gameplay.

As a bonus, this is also a logical place to put a "what am I
touching" display, so hook this up for punching.  Now you can
tell what you're touching even when you can't dig it.  This is
like a WAILA mod, but doesn't require tracing.
2019-03-06 13:50:54 -05:00
Aaron Suen
8e1c845611 Fix unknown item support. 2019-03-06 11:16:43 -05:00
Aaron Suen
23a1a7b5da Expand font to full USA 101-key keyboard support. 2019-03-06 11:02:37 -05:00
Aaron Suen
db0f5895b6 Attempt to work around HUD issues by using image HUD.
On android (and possibly other very high DPI displays) the position
of the HUD is calculated incorrectly for text HUDs.  According to
rubenwardy, "the HUD sucks", so it seems unlikely that this will
get fixed soon.  Switch to using a sequence of image HUDs and a
bitmap font to render the hotbar text.  This is currently limited,
but expandable.
2019-03-06 10:07:09 -05:00
Aaron Suen
e75a9c5fd5 Merge branch 'master' into optics 2019-03-06 00:49:39 -05:00
Aaron Suen
c5cc5e6b9e Document engine bugs. 2019-03-06 00:49:09 -05:00
Aaron Suen
ac322cf4fd Revert changes from last 2 commits.
They seemed to have no effect at all on android issue.
Conclusion: this is probably an engine bug, especially since I
can't get it to misbehave at all on low-DPI desktop.
2019-03-06 00:18:52 -05:00
Aaron Suen
2b9ff67ee1 Plan. 2019-03-06 00:11:11 -05:00
Aaron Suen
d839ebced0 Make wield hud grow upwards instead of downwards under gui scaling. 2019-03-06 00:04:06 -05:00
Aaron Suen
4b92240350 Does this affect alignment issue on android? 2019-03-05 23:54:15 -05:00
Aaron Suen
76b74ae465 Merge branch 'master' into optics 2019-03-05 23:18:38 -05:00
Aaron Suen
7cc662a854 No, simplify: just always allow a bump-up by 1. 2019-03-05 23:18:09 -05:00
Aaron Suen
21137f0465 Allow "bump-up" for stack placement inside walkables.
Observed items falling among stacks and getting ejected out to the
sides instead of stacking above.
2019-03-05 23:11:29 -05:00