This should improve game efficiency/smoothness when
a lot of flammable stuff is present but there are no
corresponding massive fires.
This seems to address runtime jitter issues noticed
after placing hundreds of coal nodes inside a forest.
The sunlight_propagates flag indicates that a node
can MOSTLY transmit light, like wooden frames, items,
or torches, but there are no purely transparent things
that are flammable, and all existing flammable things
are at least opaque at their centers, where lens light
would focus.
Consistent with removal of the arms and wield hud,
remove the hotbar HUD and dump all inventory items
on the ground at time of revocation, if necessary.
Wrong falling check. We don't need to check for repose
because that's already handled by an ABM. Instead use the
standard check_for_falling that's recursive.
The press will now search a small distance through falling
nodes to find a solid node, as long as there are no air gaps
in the pack of falling nodes.
This makes aggregate automation possible.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.
Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
- 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.
Supposedly entity attachment is fixed in v5.1+.
Replace the "rotating toolbelt" with a front bandolier placement.
- Should be sufficiently realistic.
- Explains quick access to items (backpack wouldn't).
- Keeps "social surface" of player on front.
If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.