This restores an old visual scale from the extremely early days
of NodeCore. That style was removed to syncrhonize the scale of
stack nodes with item ents. The syncrhonization can work the
other way, too, though.
This was triggered by wanting to make loose item ents more
visually distinct at a glance from settled stack nodes, by making
loose item ent rotation faster. Since we were going to change the
properties either way, given that, then we might as well use the
better visual.
Since making stack nodes have a full-size collision hull, it was
distracting having the items inside be so mismatched in scale.
Also, the "pointing around stacks" thing becomes less important
in long-run gameplay with shelves in play, which do not allow
pointing around/through anyway.
The new change preserves uncombined stacks when digging. For
example, if you have dirt on the far right, tools on the far left,
and space between, and you dig dirt with the tools on the left,
it will create a NEW stack in the space between BEFORE it reaches
the dirt on the far right.
This behavior is necessary to ensure we can keep stacks separate
that we've separated for a specific purpose.
We also can't make the behavior vary based on whether using a tool
or not, because this would be even MORE jarring.
- Intercept /give commands.
- Provide an API for giving the player an item and inserting it
into the inventory in the right place(s).
- Change the fill order. We try to fill the current slot first,
the continue to the right to the end of the bar, and then
finally work our way left to the beginning. I think this fill
order should be most comfortable, in terms of having items tend
to fall close to the cursor.
Use interception where possible to modify destintion for items
directly instead of relying on post-hoc inventory rearrangement.
This should resolve the glitches where items appear in the wrong
place in inventory for a flash before being moved.
It was superseded effectively by the new inventory management
system. To split stacks, count out the items to transfer onto the
ground using sneak-drop, select the destination slot and pick them
back up.
Players can specify the exact slot they want picked up items to go
into. Items will try to fit into the currently selected slot first
before filling additional slots according to normal rules.
This is experimental and may lead to lost or duplicate items!!
Hopefully this should end up being a lot more intuitive and
immersive than the old sneak-dig hack that only worked for certain
objects. It's consistent across all functionality that causes
items to be added to player invetory (including /give).
Unfortunately it adds yet another globalstep function, and a
fairly complex one at that...
- Allow applying dirt to eggcorns w/o sneak again.
- Allow dirting any face; basically just do the custom check
directly.
- Back out the "shove eggcorns into placed dirt" recipe.
- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
They sound silly, i.e. melting sand/steel now sounds like
sizzling bacon. They're distinct from the "hiss of steam" sound
that cooking completion makes, and it's about the best way to
symbolize "something's cooking" I can think of.