- Add a glossary for confusing terms that have
been difficult to translate.
- Clarify crediting for weblate users.
- Further simplify translation request in wishlist.
- 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.
When leaves decay, they accelerate checks for
decay of nearby leaves, so overall tree leaves
decay much faster, but without increasing load
at steady-state i.e. for stable trees.
Thanks to Kimapr for the basic approach, and proving
the concept.
Doors pressing a single-item stack now place that
item as a node, and trigger placement recipes. Doors
pressing nodes that don't have a single item stack
node form (sticks, leaves) also trigger placement
craft recipes.
All craft pressing recipes require some form of
backstop to provide pressure.
Just realized that this breaks certain custom skins,
like WintersKnight's prosthetic arm. The
performance improvement from culling a handful of
polygons is really nothing compared to the loss of
unique use of transparency in texture art.
I used to do this by just starting a LAN game
and logging in multiple accounts, but not only
is this inconvenient, but the poses don't match
on each screenshot either.
- O(n) efficiency walk of item entities
- Honor stack family merging, e.g. differing lux levels combine
Since the new walk should be much more efficient, the need to
handle "extremal" cases specially, e.g. creation of a multi-stack
ent, is probably unnecessary. Remove it from the task list,
barring any future evidence that it's still relevant.