- 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).
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
This was effectively never really working in practice on MP, and
only ended up more of an eyesore than anything. Since it was
really only ever cosmetic, it's probably okay to just leave
this one out.
Clean up some old issues that are probably not worth worrying
about anymore.
- Simplify queue handling, FIFO retry for ents not created due
to world not loaded.
- Make ents responsible for own attachment, to reduce the chance
of non-attachment due to out-of-order replication.
- Unify config object passed to ents, allowing ents to self-manage
more.
There is some wierd issue in 5.0+, besides the different model
coordinate system. If I try to create and attach all ents in the
very first tick on player join, only like 3 of them work. Queue
them up and apply them gradually, one per world tick, to try to
work around this. Need to figure out what limitation I'm hitting
that's causing this...