- 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.
Instead of a single queue backlog/icebox setup, split into large
dev spikes and issue/cleanup stuff.
I've been doing a sort of "tick-tock" development cycle in practice
so far. Sometime cycles are "tick" where I add a major feature,
like shelves/totes, lode metallurgy, etc. Others are "tock" cycles
where I make a lot of small releases to clean up issues accumulated
from prior work.
The new backlog format will help keep these separated better.
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...
Using an exponentially-distributed random variable for lode prill
yield. This results in approximately the same average yield as
before, but with many pieces of ore yielding disappointingly only
1 prill, but a few yielding more, theoretically almost infinitely
more. Every smelting operation now has a bit of a gambling thrill
aspect to it.
If 1 node = 1 meter, then the player is now 180cm tall, which is
about the 70th percentile, instead of 200cm, which was the 99.9th
percentile (unrealistically tall).
The model's head also sinks into the ceiling much less at the
height of a jump.
Players can't "sprint" currently, so hopefully this should make
exploration about 20% less tedious, and reduce the temptation to
rely on using the "fast" priv.
Per CONTRIBUTING terms, licenses are combined.
Also, this mod is no longer PURELY LoneWolf's work (mostly just
the model is intact, and the code/textures are largely mine) so
the copyright statement in this license file was not really
reflective of the totality of what it covered.
- Textures derived from old player sprites. Not 100% sure UV
mapping is right, but it looks good enough in singleplayer.
- Certain basic privs, i.e. shout/interact, are displayed on the
player model via adding/removing elements.
- Battle damage shown on player model.
Since the recipe output count matches frame count, this is more
consistent with design intent.
Shelves can also be crafted in place this way for use in a tote.
When picked up, it carries up to 8 surrounding shelves with it,
allowing significant inventory compression into one slot. Needs
to be placed somewhere everything fits to access the inventory
again.