2009 Commits

Author SHA1 Message Date
Aaron Suen
4e3e502fed Emergency digging tip no longer needed 2021-03-24 09:41:20 -04:00
Aaron Suen
405833bf32 Remove emergency digging
This was added to allow a player to get out of a
rare softlock (trapped inside a cobble room without
any tools).  Since then we have not seen much use
of it for this intended purpose.

However, it has caused MUCH confusion among new
players, wondering why it takes so long to mine
dirt or tree trunks, instead of trying to figure out how
to make the proper tool.

Emergency digging is causing more problems than
it's solving and thus it makes more sense to remove
it than to keep it.  If we need some mechanic to fill
its niche (i.e. a way out of softlock) then we will need
to consider something that's harder to discover
accidentally to avoid confusion.
2021-03-24 09:36:04 -04:00
Aaron Suen
275714df02 Rework optic domain wall particles
The old system effectively cached cross-block
boundary information forever and never expired
them, even if the node creating them was
removed (that would have been easy to fix) or
an obstacle placed in the path (that would have
been difficult to fix with the old method).

Instead just do the simplest thing and split this
into a separate loop, and run a 2-second DNT with
a separate forward-trace from all active optic
nodes.

Doing a second forward trace for each node output
may not be as efficient but ultimately we create more
problems than we solve when we try to be too clever.
2021-03-24 06:55:30 -04:00
Aaron Suen
4b82eb6d56 Small DNT API cleanups
- Auto-remove deprecated DNTs
- Auto clear meta if no DNTs pending
- Remove redundant code
2021-03-24 06:51:07 -04:00
Aaron Suen
b05180da02 Make scaling exempt from protection
...similar to how loose items are.
- They're emphemeral/air-like anyway
- Prevent exploiting protection areas to make traps to
  capture players or their items.
2021-03-23 22:24:53 -04:00
Aaron Suen
c1588a7656 Combined fair inverse ABM queueing 2021-03-23 21:00:25 -04:00
Aaron Suen
0b39c6703e Limit and spread out fire spark packets
Before we were generating one spark spawner for
each ABM run, which could run hundreds of nodes for
a large blaze, and bunched them together.  Instead,
push into a limited fair queue, and also spread the
actual spark spawning out across time to spread the
network traffic from fire.
2021-03-23 20:39:54 -04:00
Aaron Suen
4ad14dddba Fix remaining manual ABM inversions
- Fire (longest-standing)
- Stone hardening
- Lava renewal
2021-03-23 20:27:35 -04:00
Aaron Suen
98e196035b Merge branch 'master' into dev 2021-03-23 15:29:54 -04:00
Aaron Suen
7216927d00 Fix falling ent displacing hot item crash
To repro: place a sand node at least 2 nodes high above
glowing lode prills and let the sand fall onto the prills and
try to displace them.

Introduced in 01252653-5da0918.

For some reason it seems like a non-player object is being
passed as the digger (I thought it would be nil for non-
players?) and this object apparently imitates a player but
is missing some critical thing such as metadata.

To work around the problem, just add guards to the
phealth functions, since only players are intended to have
"health" anyway.
2021-03-23 15:29:27 -04:00
Aaron Suen
2ffe0e765b Add optic beam block crossing particle effects
Wherever an optic beam strikes a mapblock boundary,
it now creates a particle effect visible to players close
enough.  This can be used to plan circuits so they work
entirely within a single mapblock and thus are never
internally interrupted by unloading.
2021-03-22 09:31:01 -04:00
Aaron Suen
b6f4ebaca7 ABM inversion for brick bonding 2021-03-21 12:09:28 -04:00
Aaron Suen
267450add4 Register a few obvious inversions
Ones that were not done manually before,
and can probably give us a noticeable
speed-up right now.
2021-03-21 12:08:55 -04:00
Aaron Suen
7fd51c1a6c ABM "inversion" API
This is useful when we want to perform an
action on a commonly-occuring node (like
sand or item stacks) with a requirement of
a neighbor of a less common node type (like
igniters).  Checking for B with A nearby can
be a lot faster than A with B nearby if B is
less common, so fewer neighbor checks
actually need to happen.

This was already done "manually" for the
flammable/igniter interaction, but now this is
a general API for all ABMs, that allows the
inversion to be done nearly transparently
with just a flag in the definition, and so the
ABM rules can be written more simply, with
the inversion handled elsewhere.

TODO: Rewrite current manual-inversions,
including the ones for flammable/igniter and
lava/stone hardening/softening.
2021-03-21 12:08:08 -04:00
Aaron Suen
abc5dc2cd2 ABM statistics reporting 2021-03-21 12:04:44 -04:00
Aaron Suen
d949430a65 Make protection exemption exemptable
So nc_exmachina and other downstream
mods can override the protection override
for item stacks too.
2021-03-20 08:08:05 -04:00
Aaron Suen
5dc95a91c4 Unprotect item stack nodes
This prevents a problem where players
can drop items into other players'
protected areas but cannot dig them.

Other solutions to prevent players from
placing items into protected areas in the
first place may be possible, and may still
be explored, but are not foolproof and so
this acts as a fallback at least.
2021-03-20 08:02:51 -04:00
Aaron Suen
28b78f7dce Log teleportations 2021-03-18 09:49:34 -04:00
Aaron Suen
99aec737d5 Dump inventory on all teleports by default
A low-level player teleportation must be explicitly
declared nodecorian via a keepinv property on
the position, or the player must be exempted via
the keepinv priv, to be allowed to teleport without
leaving the inventory behind.

This means that naive mods like /home commands
will now work correctly and teleport only the
player, and not items.
2021-03-17 08:13:36 -04:00
Aaron Suen
9334834077 Merge branch 'master' into dev 2021-03-17 00:02:11 -04:00
Aaron Suen
2c2e705938 Try to reduce spawn star memory leak near spawn
Use grid-aligned pixel locaiton for calculating
opacity so each star pixel position has only one
opacity level associated with it, rather than the
multiple that can currently occupy that opacity
range.
2021-03-17 00:02:05 -04:00
Aaron Suen
0251a7d023 Try to reduce spawn star memory leak near spawn
Use grid-aligned pixel locaiton for calculating
opacity so each star pixel position has only one
opacity level associated with it, rather than the
multiple that can currently occupy that opacity
range.
2021-03-16 20:51:33 -04:00
Aaron Suen
8f452a48fe Fix digging undiggables at high lag
Apparently (e.g. on Kimapr's servers) it's possible
to dig "undiggable" nodes under extreme lag.

Theory:

- Place something like cobble next to water source
- Dig with infused mattock through all stages

The client will predict a cobble->loose cobble
transition, then let you dig the loose cobble, and
then send the "dig" command to the server, but
on the server side the cobble instead was dug
directly, and then water flowed in to fill the space
where the client thought the loose cobble would
be, so the client digs the water, and you get
flowing water in your inventory.
2021-03-16 20:19:11 -04:00
Aaron Suen
f638499c35 Make stacks automatically "fall into" stacks below
If a stack does a fall check, does not actually fall,
but the stack below is compatible, try to transfer
items downward.
2021-03-15 21:08:49 -04:00
Aaron Suen
c3519ca37c Fix backface culling on most mesh nodes 2021-03-15 19:17:25 -04:00
Aaron Suen
f633e86235 Make raw ores not silk-touchable
For one thing, it's a bit overpowered when you go
right from infused still digging lode ore as loose
cobble, right to boosted-infused digging it as raw
ore.

For another, uncobbled lux stone is purposefully
labeled as just plain stone to force the player to
pay attention to light cues, but this would make
inventory management problematic once smooth
lux stone has been collected with boosted tools.
2021-03-15 00:11:05 -04:00
Aaron Suen
5da091816c Falling nodes displace itemstacks
The realism theory is that item stacks are "looser"
and more easily pushed out of the way.  The
gameplay theory is that it's getting annoying
having machines like log or charcoal choppers
getting blocked by items under the falling nodes.

This is also hopefully part of falling-node stack
order reform, to fix that nodes sometimes fall
through each other.
2021-03-14 21:33:40 -04:00
Aaron Suen
cb2251529a Pumwater renewal recipe
Surround stone with pumwater on at least 4 sides.
If surrounded on all 6 faces, should take about
30 minutes on average.
2021-03-14 10:26:46 -04:00
Aaron Suen
7f76c50b7d Clean up old junk strings in translations 2021-03-12 18:27:30 -05:00
Aaron Suen
3bef859c4c Make spawn star relative to static_spawnpoint if set 2021-03-12 07:19:37 -05:00
Aaron Suen
13c633e19e Fix long-standing infinite loop freeze in door logic
Thanks to NoComment for discovering, researching, and reporting.
2021-03-11 08:15:39 -05:00
Aaron Suen
db188d5578 Translation sync, w/ updated copyright date 2021-03-11 08:04:25 -05:00
Aaron Suen
817a9692da Remove redundant door registrations
Don't make door panels out of doors/panels.
2021-03-11 07:58:27 -05:00
Aaron Suen
cbea186eab Remove dungeon cobble name
Simplify things for translations
2021-03-11 07:58:07 -05:00
Aaron Suen
668ea4cb4e Fix copyright dates 2021-03-11 07:36:11 -05:00
Aaron Suen
1513d7eb93 Announce player rejection on next tick
This way, at the time the announcement is made,
the player has already been kicked, and any mods
that check the player list based on this (i.e.
szutil_nowonline) will show the correct list.
2021-03-10 09:38:58 -05:00
Aaron Suen
319a3f7480 Fix dynamic lighting staying after torch goes out 2021-03-09 18:29:32 -05:00
Aaron Suen
d85424211b Merge branch 'master' into dev 2021-03-09 13:53:35 -05:00
Aaron Suen
1bba71f80c Spelling things correctly is helpful 2021-03-09 13:53:23 -05:00
Aaron Suen
95f0fb0ee9 Heaviest image compression option 2021-03-09 08:33:58 -05:00
Aaron Suen
c706163bc1 Model object file optimization
https://github.com/ExeVirus/Compress-Obj
2021-03-09 08:25:01 -05:00
Aaron Suen
410ebd5d8d Recompression using ECT
https://github.com/fhanau/Efficient-Compression-Tool
2021-03-09 08:16:23 -05:00
Aaron Suen
0b94d56ca8 Merge branch 'master' into dev 2021-03-09 07:56:46 -05:00
Aaron Suen
19e4a225e0 Don't translate player names
- Simplify wield item player owner display
- Don't try to translate player names
2021-03-09 07:51:03 -05:00
Aaron Suen
a4c5eb3b1b Sledgehammer solution to visinvs not loading
Apparently LBMs are just not reliable anymore as
of 5.4, so we'll have to fall back to the at least
eventually-reliable ABM again.
2021-03-09 00:09:05 -05:00
Aaron Suen
ada305338f Log visinv entity retries 2021-03-08 22:26:00 -05:00
Aaron Suen
51fb21175f Retry failed visinv ent creation
Visinv ents sometimes don't appear in MT
5.4+.  I haven't fully investigated the
reason yet, but it could be because the
mapblocks aren't "active" yet when the
LBM is being called and trying to create the
ents, so if the creation fails, try queueing
a retry and see if we catch it later.
2021-03-08 22:06:56 -05:00
Aaron Suen
1f8f151e76 loot is a core mod too 2021-03-08 21:43:47 -05:00
Aaron Suen
3e7554cb7a Retire visinv-tweening branch
The original idea was to have items that are thrown and land into a
stack node smoothly "slide" into place instead of disappearing
momentarily and then reappearing in their final spot, to create a sort
of visual continuity.

However, it turns out that making this actually work is almost
certainly going to be way more complex and fragile than it's worth,
and visinvs have faced new challenges since then anyway, so it's
probably about time to kill this project officially.
2021-03-06 08:59:01 -05:00
Aaron Suen
80238218e0 Retire the "3D eggcorns" branch
- This branch has gone nowhere for a long time.
- Most players agreed they didn't like the new look.
- It would take away texture pack authors' ability to redefine the
  shape of the eggcorn as they can now.
- The existing "flat item extrude mesh" look fits well enough with
  the other artwork in the game that it's not needed.

This was an interesting experiment and so will be preserved in the
project history, but isn't going anywhere so doesn't deserve its own
branch head.
2021-03-06 08:54:40 -05:00