The alternate_loose/dig_in_place logic for cobble is interfering
with how stone doors work when dug, but it's still playable and
lossless, even though it's a bit tedious. I'd like to understand
why it's happening this way and I can't seem to bypass it easily,
but it may be justifiable to leave it this way.
This will make stacked/repeated sounds play slightly differently
so you can hear from the interference patterns that there is more
going on underneath the surface. It also adds volume to dispersed
ambient effects like fire.
Shockingly it WORKS.
Does not yet interact reasonably with a lot of terrain (should
arguably push liquids, falling nodes, items, etc.) or entities
a(i.e. should arguably push players).
We can't actually fully texture the top, bottom, and ends of the
hand because it's a wield extrusion, so make the whole thing
consistently banded so all faces look as bad as the ones we have
the least control over.
This reverts commit 68c6f6671121b1b72b62db97858c25c82f6e834f.
I was able to reproduce the issue, in a case when it was definitely
NOT a falling_node mishap. Snuffing fire by placing a node against
the last bare face of embers apparently creates a race condition,
in which the node you place can be removed instead of only fire
being removed.
- Consolidate any "source-only" files into "src" dirs.
- Exclude "docs" dir, mainly in root atm.
- Exclude all dotfiles.
This significantly reduces the size of delivered files, since
esp the player model .blend file is very large.
Try to detect player traces going through a change in fluid medium
such as water/air or water/glass, and block facial recognition
through it.
Specifically allow air-into-glass transitions, or into any other
medium otherwise clear enough to allow sunlight to propagate.
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.
This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
Standardize the "play a sound for everybody except the player who
is already playing it client-locally" logic into one place.
Fix failure to correctly detect tool speeds for some things, i.e.
when the player is using a tool but the capability used on a node
is actually inherited from the hand.
Note that this may allow pummeling with wrong tools (e.g. repacking
soils with spades) along with accompanying inappropriate tool wear,
but this should be minor and avoidable, and can be fixed later...
Make the chip darker, like loose cobble it comes from instead
of smooth stone. Also make the chip larger and sit lower in
stacks and on shelves (e.g. against wooden base) to make it look
better and easier to see.
Make tool tips correspondingly darker too.
I suspect that the problem that I actually observed was caused by
falling_node behavior, and NOT by an abm. This workaround cannot
remain without firm evidence that it solves an actual problem.