The sunlight_propagates flag indicates that a node
can MOSTLY transmit light, like wooden frames, items,
or torches, but there are no purely transparent things
that are flammable, and all existing flammable things
are at least opaque at their centers, where lens light
would focus.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.
Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
It's barely usable/playable.
I'm not happy with how disjoint it is from the existing crafting
system, for little gain; there's a lot of on_nodepunch logic that
was added for this.
It also doesn't play very well. Major issues:
- Awkward collision with existing logic, e.g. taking things from
shelves, then drawing on side of shelf. Probably need a group
specifically for writable sufaces.
- Single action to rotate through all glyphs is bad. Probably
want one to change through the 8 shapes, and another to change
rotation/reflection.
- Erasure is awkward, inconsistent, and not necessarily reliable.
Should make it possible to recover charcoal in most cases, and
use a unified set of hooks for it...
Should glyphs be pointable and run logic directly on node, or
should we keep it point-through...?
- Expanded fire api, added "check" varieties of things that also
perform relevant checks for eligibility. Standardized testing
for ventilation.
- Snuff embers to coals as fuel.
- Fuel is consumed randomly by flames. This means that fuel that
are surrounded by flame burn out quicker, while flames
surrounded by fuel consume fuel from each node slower. This
adds subtlety to furnace design for efficiency.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
- Make lens not flicker with light level dithering by using
histerisis in threshold.
- Optical nodes always read the past world snapshot for creating
the next snapshot, so there are no accidental fast paths
through optical logic leading to glitches (hopefully).
There seems to be an issue triggering events, so a lot of work
is being done by the abm to cover over this problem...
Much like my earlier work with sz_rotary, I suspect a lot of
fine-tuning will be needed.