- Make some adjustments to player entity location finding.
- Genericize crush damage logic to apply to item entities too.
- Item ents cause only 20% crushing damage.
When a leaf node is displaced by crushing by a falling node,
instead of ejecting an item, try to place the node itself within
a reasonable distance.
This shoudl reduce the number of stack nodes generated from tree
canopy decay, and should alleviate the inconsistency of leaves
falling sometimes as nodes and sometimes as stacks.
- Make handhold nodes glow, to visually simulate the player
character's now "familarity" with them by feel. We have to
represent it synesthetically because the game only gives us
sight and sound to work with.
- Make floors "scalable" so that they glow, even though they
don't affect maneuverability.
The effect of this is to allow a player who has fallen into a dark
cavern to navigate, slowly, by feel, allowing more extensive
self-rescue possibilities.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.
Now using a unified on_ignite hook for when flammable things catch
fire. The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.
It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).
If it returns a string or itemstack, it will eject that from the
position where the node burned. If it returns a table it will
eject all the values of that table.
Comb through issues. Shelve some of them. Fix a couple.
Add some ideas and reorganize/recombine others.
Lux tools should infuse in any open container, so shelves should
work fine too.
- Move design principles back into docs (needs cleanup).
- New player-oriented README content.
- Clean up issue/wishlist docs a bit (some things are no longer
relevant).
Bash gravel down into ash to produce dry aggregate.
Dampen the aggregate to produce wet aggregate. The ash chemically
reacts with gravel to produce a cement.
Let the wet aggregate dry and it will cure into smooth-stone.
It will tend to flow and wander if left uncontained though.
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).
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.
- Don't generate in high terrain above y = 32 at all.
- Increase concentraion through 7 different strata moving downwards
up until max concentration at y = -4096. This creates incentives
for digging deep instead of just staying at surface.
- 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.