- Move hint handling down to API layer
- Simplify stat data; old nc_stats counting can
be moved out to a separate mod. We only
need whether the player has seen or not.
- Invert inventory tab responsibility.
- Merge witness system in from crafting.
TODO:
- Redistribute hint registration responsibility
to individual mods.
- Test external mod compat.
- Retire old nc_stats and nc_guide systems.
- Add a way to reset hints.
According to the lua_api.txt doc blame, these were improved
around the time of the 5.0 release. Since we've dropped 0.4
support long ago, we can use these now.
The appearance is roughly unchanged on "normal" large screens,
but on small screens where text used to clip, it should now
wrap (usually, except for long URLs) and have scrollbars if
necessary.
- 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.
- 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).
Hopefully not too spoilery?
This should fulfill our need for a new player FAQ, and is based
on questions that I have actually been asked by new players.
- Fix tab switching events for formspecs.
- Add padding to fix cutoff text rendering issue.
- Added more pt and pt_BR translations from Terifo.
Note that when you call translate() on a piece of
text, it merely adds translation tags around it to
request that it be translated client-side, but when
the client submits formspecs, the button values are
the actually translated text, which you can't
trivially access server-side. That means that we
need to use different button fields, not just count on
different button name/values, for events.
It was superseded effectively by the new inventory management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.