2064 Commits

Author SHA1 Message Date
Aaron Suen
476f13080d Merge branch 'dev' into flora 2021-06-23 22:24:29 -04:00
Aaron Suen
568a5be648 Prevent falling nodes falling into displaced nodes 2021-06-23 21:00:48 -04:00
Aaron Suen
373b2125b8 New emergency dig system
Once again, you can dig any node given enough
time and patience, but now you no longer receive
the resources from that node, and the node goes
into a "displaced" state where you can move past
it but it will re-place itself as soon as you walk
away, similar to how scaling nodes work.
2021-06-23 20:57:24 -04:00
Aaron Suen
11c7fb02f7 Revert "Remove emergency digging"
This reverts commit 405833bf32dd0e501c2f79b4728ebe2478569371.

...to use as the basis for the new emergency escape idea.
2021-06-23 20:01:54 -04:00
Aaron Suen
c102758133 Revert "Add an emergeny escape feature"
This reverts commit a722bd8a9fbf21ce25facb1ff5b00840d9c39aa7.

...in anticipation of yet another alternative approach.
2021-06-23 19:59:17 -04:00
Aaron Suen
5a0220f2ee Return hints to shuffle instead of sort
- The sorting actually only worked in English, and
  not in any translated languages.
- The ordering would bias players towards focusing
  on alphabetically-first hints, which are not
  necessarily the best to try.  Shuffling instead
  should suggest alternative options each time the
  tab is brought up.
- The ordering-bias effect is probably worse for
  non-English where it's less obvious that there's
  a mundane and non-meaningful reason why they
  are in a particular order.

In theory we're losing the ability to quickly check
for a hint with known text is in one of the lists on
the tab for English speakers but this is not really
a core intended use-case for hints.
2021-06-23 00:49:37 -04:00
Aaron Suen
d5d6cf0504 Time of day / shadow fixes
- Move time_speed into config defaults instead of overwriting
  host's minetest.conf (affects other SP worlds).
- Keep time synced in a loop now, to compensate for the fact that
  time_speed might be overridden.
- Correct the exact time of day for "no shadow time" to 0.2, which
  seems to work in the corner-case empirically.  The previous
  value of 5/24 still had long faint shadows on a perfectly flat
  world.
2021-06-22 06:45:26 -04:00
Aaron Suen
54a18a6097 Make lenses a bit more sensitive to activation
Specifically, molten glass should now trigger them
(intended) as well as 1 more tier of lux (probably
not important).
2021-06-22 00:50:22 -04:00
Aaron Suen
5d66132157 Fix up the screenshot world README 2021-06-21 08:17:21 -04:00
Aaron Suen
708b861299 Slight pumwater renewal nerf
Extra pumwater surrounding does still increase
speed, but not by as much.  Long-run production is
still exponential though.
2021-06-20 12:49:49 -04:00
Aaron Suen
2c8f4a6e63 Try to raise default gamma
On the off chance that the client honors this,
raise the default gamma so that nav-by-feel/scale
spot light is actually visible.  Based on anecdotal
evidence, gamma=2 makes this workable on
most displays while still retaining some
semblance of a brightness curve.
2021-06-20 11:00:39 -04:00
Aaron Suen
e614341088 Improve shadow workaround
- Setting time of day to 5:00 disables shadows
  properly (incl. moon shadows).
- Remove the pointless /time command.
2021-06-20 10:56:30 -04:00
Aaron Suen
2e55976a72 Work around dynamic shadows (MT5.5+)
- Disable them by default in SP
- Set time of day to midnight and lock it there
2021-06-20 10:42:53 -04:00
Aaron Suen
a722bd8a9f Add an emergeny escape feature
Described in player guide "movement" tab.
It's analogous to the old "/stuck" command that
was removed once long ago, but much more
tedious to execute, so players still have an
incentive to extricate themselves manually.
2021-06-20 10:23:41 -04:00
Aaron Suen
5344012ce9 Expand player guide
- Break into more sections
- Add more content
- Enlarge layout
2021-06-20 10:13:10 -04:00
Aaron Suen
8e94e09aee Unify node update hooks 2021-06-20 08:20:46 -04:00
Aaron Suen
80365085cb Translation update 2021-06-19 10:56:57 -04:00
Aaron Suen
7539c410f5 Merge branch 'master' into dev 2021-06-19 10:56:06 -04:00
Aaron Suen
455f5d264e Fix truncated long translation strings 2021-06-19 10:55:51 -04:00
Aaron Suen
005325bc32 Fix fast cook check bug affecting glass quench
It was checking the craft before actually placing
the node, causing the crude glass recipe to
complete when molten glass flowed into a mold
with water below, then it got replaced by the
source node, then it re-quenched to chromatic on
the next ABM pass.  Now it actually quenches
directly to chroma immediately like it should.
2021-06-18 19:24:19 -04:00
Aaron Suen
8683143a32 Fast cook check on placement
As soon as an item is placed run a cooking recipe
check, so auto-furnaces can run at maximum
designed speed instead of having to wait for ABMs,
which may lag.  This should make MP performance
also a lot closer to SP performance...
2021-06-18 19:03:49 -04:00
Aaron Suen
018b128288 Glossary and translation instructions
- Add a glossary for confusing terms that have
  been difficult to translate.
- Clarify crediting for weblate users.
- Further simplify translation request in wishlist.
2021-06-18 08:26:05 -04:00
Aaron Suen
fd1290582d Start of Esperanto by Bero a.k.a. Flamore 2021-06-17 21:18:12 -04:00
Aaron Suen
f76fd96d6f Russian translation re-completed by Arekusei
Also:
- Catch errors in translation update scripts
- Accept a handful other anonymous suggestions
2021-06-17 16:47:52 -04:00
Aaron Suen
3da1bb6a4e Update wishlist, translation registration open
Users can now register themselves for translation, no need to
contact an admin to create a new account.

Also reorg some of the engine bugs in the wishlist, prioritize.
2021-06-17 07:09:27 -04:00
Aaron Suen
b30f56fde5 Translation updates 2021-06-16 19:47:31 -04:00
Aaron Suen
687c3d25c2 Work around builtin delusions of creative mode
Yet another MTG-ism baked into builtin that needs
to be monkey-patched out.  At least in this case
there's an API for it.
2021-06-13 09:38:11 -04:00
Aaron Suen
1b6a6fb6b6 Workaround pseudo-rubberbanding issue
Old behavior used to round exactly-off-by-half
values up toward +inf, but since
https://github.com/minetest/minetest/pull/10803
they are rounded toward +/-inf, which means that
if a player's y coord was exactly -1.5, it used to
round up to -1.0 but now rounds down to -2.0.

This affects using vector.round to get the pos of
the node the player's feet are standing INSIDE,
because if the player's y coord is exactly -0.5, as
would happen while they're standing perfectly at
rest on top of a node, it will instead give us the
node they're standing ON.

This causes spurious player "pushout" events,
because the game thinks players are standing
inside the node they're actually standing on top
of.

To work around this, just add a small positive
fudge factor to the player's y coord to bias it
toward +inf.
2021-06-11 09:17:06 -04:00
Aaron Suen
c0d72dccc8 Fix totes not running AISMs 2021-06-11 09:11:45 -04:00
Aaron Suen
5ac25775a9 Officialize the matrix room 2021-06-01 06:18:42 -04:00
Aaron Suen
4333c85d47 Fix ABM inversion with multiple candidates
This was apparently causing sand not to cook if it
had another sand node on top of it, because the
inverted cooking ABM would detect the top sand
node only and not process the cook check for the
lower one.
2021-05-28 14:47:32 -04:00
Aaron Suen
883eaf6859 Officially move IRC to Libera.chat 2021-05-26 19:20:19 -04:00
Aaron Suen
981cf1b787 Relax the item throwing hint
Too many players seem to be unable to make
this work, possibly due to lag issues...
2021-04-23 18:16:26 -04:00
Aaron Suen
e8823a8dae Fix pumwater renewal 2021-04-23 06:58:05 -04:00
Aaron Suen
9bf7299430 Remove debugging code 2021-04-16 23:58:21 -04:00
Aaron Suen
c403104193 Return stack on rejecting from node 2021-04-11 12:19:36 -04:00
Aaron Suen
3dd945085e Remove the txp_* overlay image feature
- For inventory and wield images, this is already
  possible via override.txt since 5.3.
- For special tiles, this will be possible in 5.4.
- This complicates things, and introduces warning
  messages into mods built without awareness of
  this feaure.
- As far as I know, no texture packs have actually
  ever used this feature.
2021-04-11 10:42:27 -04:00
Aaron Suen
d414c1f3b0 Move node itemstacks from meta inv to field
Node inventories are sent to clients, while metadata
fields are automatically set private by the server
and not sent to clients.  Not using node meta
inventories may help reduce the amount of data
sent to clients, especially in storage-heavy areas
where we were duplicating the work of sending the
inventory data not used on the client, as well as the
visible item entities.

Automatically convert old-format data to new upon
reading.

Also, needed to provide some APIs for sane access
to data in serialized format, and another way to
signal that a node can accept a stack other than
the size of inventory[solo]
2021-04-10 09:00:39 -04:00
Aaron Suen
f91bc9d2a1 New general artificial water API
Now nodes other than sponges (i.e. downstream
mods) can create artificial temporary water sources
similar to sponge squeezing.

The API allows specifying a source node and position,
so the water will dissipate if the source node is
removed.  A min/max TTL can also be specified, so
like the sponge, it can require external triggering to
maintain the water flow as well as the presence of
the node.
2021-04-10 08:25:21 -04:00
Aaron Suen
693ff3e420 Fix item duplication regression affecting doors
Don't abort non-silk-touch dig when a dig drops
and item, such as yanking the hinge pin out of a
hinged panel.
2021-04-09 07:10:51 -04:00
Aaron Suen
a6308d8378 Don't pre-initialize stone strata arrays
The original theory was that preallocating the array forced lua
to use the "array part" of a table instead of the "hash part",
which should be faster since lookups are a simple linear offset
calculation and not a hash with collision check.

It turns out, however, that in empirical testing, whether the
array-preallocated or the naive-allocated version is faster depends
on circumstances, such as how sparse the array is, how uniform
access is, or how much other load the system is under.  This seems
to suggest that arrays are more computationally-efficient but less
cache-efficient, so cache evictions caused by other concurrent
processes may slow this method down significantly.

Worst-case performance will be the most noticeable here, since a
system that's heavily loaded would have the most need for speed
in the first place, so it's probably better generally to use the
naive allocation.

In all, the naive allocation method also seemed to be the least
sensitive to external factors.  In addition to the array method,
attempts to pre-compile the dynamic checks into a binary tree of
if/then statements (which could be JITted and optimized) failed
as well.
2021-04-07 07:44:13 -04:00
Aaron Suen
1e64c191a0 drop_in_place rework
- Apply logic as first-class support so we can still
  have custom after_dig_node hooks.
- Shared flag nodecore.silktouch_digging that can
  be used in after_dig_node callbacks to determine
  if we're in the middle of a silk-touch dig.
- Add coal particles to tarstone digging if the coal
  is destroyed/dispersed during the dig operation.
2021-04-06 22:24:05 -04:00
Aaron Suen
0bb76ee30b Tarstone no longer drops coal at all
Once coal is mixed into the stone, it's "locked"
away.  Breaking the hardened stone releases the
coal as a fine powder that's not recoverable.

I'd rather violate the 1st law of thermodynamics and
not preserve the coal here than violate the 2nd law
and have it neatly "unmix" itself back into a lump.
2021-04-06 21:21:25 -04:00
Aaron Suen
da88f32416 Fix coal lump duplication bug in tarstone
Thanks to expert975 on IRC for suggesting this fix.
2021-04-06 20:30:19 -04:00
Aaron Suen
56b718f479 Door ablation particles 2021-04-03 19:21:09 -04:00
Aaron Suen
c88f439b87 Full scrolling hint list
Since we switched to a textarea and have proper
word wrap and scrollbars, we might as well use the
space and let players see ALL their hints.
2021-04-02 22:35:45 -04:00
Aaron Suen
161dbf5f68 Merge branch 'dev' into flora 2021-04-01 22:36:07 -04:00
Aaron Suen
7e351e8a1c Try reintroducing dungeon LBM
It doesn't catch 100% of everything, but presumably
it catches at least some things, and has little
marginal cost on top of the ABM alone.

Players have been remarking about the fact that
dungeons sometimes initialize right before their
eyes.  LBMs SHOULD be able to fire outside of the
ABM active range, giving us a chance to catch these
a little earlier before the player is close enough to
notice...?
2021-03-31 20:04:20 -04:00
Aaron Suen
c227aa99f5 Fix ABM statistics 2021-03-25 18:28:54 -04:00
Aaron Suen
4e3e502fed Emergency digging tip no longer needed 2021-03-24 09:41:20 -04:00