Mods can now override all player visuals, including
animations, model, scale, etc. Full functionality
via overriding API methods. Simpler overrides for
skin and mesh by setting player meta attrs.
If players are invisible, NodeCore will not add any visible or
audible effects for them, allowing such players to be completely
non-interactive with gameplay.
This allows things like spectator or stealth-admin mods to
function properly.
- Healing rate is always the same, regardless of environment.
- Remove visible damage from player.
Lasting injury has just never really been a major gameplay
factor, and making players wait to heal under certain
circumstances did not feel like it made gameplay "better" in
any way.
Now, if you get hurt, you drop your stuff, and have to wait a
MINIMAL amount of time before you can pick it up again.
Similarly, with visible inventory, the damage textures are
redundant, and with the gameplay importance of injury being
so diminished, they were visual overkill.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
We actually haven't been testing in 0.4 at all for quite a while
now. Since this is a standalone base game without complex
interdependency relationships, there isn't really any need to
maintain compat with old versions of the engine. Players can
upgrade to play; keeping a separate copy just to play on old 0.4
servers is even still an option.
There is some internal cruft that has been building up to support
0.4, and this allows us to purge most of it. The larger benefit
may come when we're able to remove line_of_sight in favor of the
more efficient raycast (still yet to be done).
- More sophisticated swimming liquid detection, which also handles
some corner cases a little more smoothly.
- Use the "walk+mine" animation for digging while treading water.
- Clean up anim code and merge speed table with animations.
Note that set_local_animations has been removed, to be able to
support these new animations when using local 3rd-person view.
It's expected that this MAY cause 3rd-person view animation
change lag in 3rd-person view when network lag is a problem,
but we don't expect this to be very much trouble in practice...
If 1 node = 1 meter, then the player is now 180cm tall, which is
about the 70th percentile, instead of 200cm, which was the 99.9th
percentile (unrealistically tall).
The model's head also sinks into the ceiling much less at the
height of a jump.
Players can't "sprint" currently, so hopefully this should make
exploration about 20% less tedious, and reduce the temptation to
rely on using the "fast" priv.
- Textures derived from old player sprites. Not 100% sure UV
mapping is right, but it looks good enough in singleplayer.
- Certain basic privs, i.e. shout/interact, are displayed on the
player model via adding/removing elements.
- Battle damage shown on player model.