1170 Commits

Author SHA1 Message Date
Aaron Suen
20b5b25e0c Debounce touchtips.
- Defer update until tick, coalesce updates from same tick.
- Behaves more stably when pulling items from shelves.
- Prevents flicker.
- Wield changes supersede node touch (esp shelves).
2019-12-05 22:41:47 -05:00
Aaron Suen
658100cd7e TouchTip overhaul.
- Support centered multiline descriptions.
- Automatically include visinv stack descriptions.
- Translations per-line.
- API for custom TouchTips.
2019-12-05 22:26:44 -05:00
Aaron Suen
04d8e07a39 Merge branch 'master' into dev 2019-12-04 21:00:06 -05:00
Aaron Suen
873cd10c3f Stop lenses z-fighting with water. 2019-12-04 20:59:55 -05:00
Aaron Suen
3fd83b8bf7 Gated prisms are just a tiny bit brighter. 2019-12-04 19:51:39 -05:00
Aaron Suen
05aeb6dfaa Stop lenses z-fighting with water. 2019-12-04 19:35:35 -05:00
Aaron Suen
c0eeb997c3 This issue is cleared enough. 2019-12-04 19:23:24 -05:00
Aaron Suen
17cb5d0d41 Make note of remaining tote issues. 2019-12-04 08:36:43 -05:00
Aaron Suen
b180912f0e Run AISMs inside totes. 2019-12-04 08:30:37 -05:00
Aaron Suen
48191eb0c2 Close some optics issues. 2019-12-04 00:17:31 -05:00
Aaron Suen
74b8a5cee0 Reverse lens active/shining bias.
Prefer shining state when fed from below even if given
sunlight above.  This should make open-air circuits
easier to build and less likely to act up under sunlight.
2019-12-04 00:17:07 -05:00
Aaron Suen
0a2dd7842f Give the gated prism its own special state. 2019-12-04 00:16:07 -05:00
Aaron Suen
a03d13f9fc Larger, more consistent lens selection box. 2019-12-03 23:56:59 -05:00
Aaron Suen
161b580dea Cubify prisms, consistent selection box. 2019-12-03 23:49:08 -05:00
Aaron Suen
03d512b850 Added ideas to backlog. 2019-12-03 20:57:42 -05:00
Aaron Suen
d4dd7a00a4 Slow down optic door operation.
This prevents catapults from missing their empty signal.
2019-12-03 20:21:09 -05:00
Aaron Suen
f54117718b Spread passive optic checks across multiple ticks. 2019-12-03 08:01:33 -05:00
Aaron Suen
4ee34d4b2d Fix major optics performance bug.
Optic checks were being propagated unconditionally in loops,
causing nearly every node in an optic network to be checked every
time.

This restores behavior to the original intended behavior of
propagating forward changes on next tick, but stopping at points
where state quiesces.

Unfortunately beam obstruction sensing has been working
instantaneously because of this bug, and that will revert to the
original intended behavior of having those picked up only on
random checks, which may cause regressions in some builds.
2019-12-03 07:57:22 -05:00
Aaron Suen
c8a4f3d369 Record issues from discord/streams. 2019-12-03 07:47:22 -05:00
Aaron Suen
6b4f1064a2 Make firestarting sparks a bit denser. 2019-12-01 19:23:24 -05:00
Aaron Suen
0281b2b890 Totes provide only limited fire protection.
When a tote is "burned" it will eject any flammable
container nodes, and their contents, to be exposed to
the fire
2019-12-01 17:00:09 -05:00
Aaron Suen
a695ac4071 Fix runaway shelf-item fires. 2019-12-01 16:54:15 -05:00
Aaron Suen
d0afb15f1c Add sparks to stick firestarting.
This should provide a visual clue as to WHERE players
should put tinder to get it to catch properly, since this
seems to be a common problem players run into.
2019-12-01 13:10:49 -05:00
Aaron Suen
db5a005296 Nerf conservation of fuel to prevent crashes. 2019-12-01 12:58:38 -05:00
Aaron Suen
58d2be5410 Make some hot-potato items place on landing. 2019-12-01 12:57:35 -05:00
Aaron Suen
4f5d830052 Clean up the backlog a bit.
Not doing the infused piezoelectrics, since doors make
a perfectly passable button and are more interesting
gameplay-wise than a magic signal node.
2019-12-01 12:41:55 -05:00
Aaron Suen
6e1f3fee94 Standardize intra-line spacing in code. 2019-12-01 11:08:12 -05:00
Aaron Suen
09dd5de920 Tone down "active" glow a bit. 2019-11-30 19:50:19 -05:00
Aaron Suen
62f26784e4 More lens state distinctive textures.
Make all optics distinguishable at nearly any angle.
2019-11-30 19:37:43 -05:00
Aaron Suen
525a6f7c0f Make optics look distinct by state.
New brighter/bolder port textures make it easier to
distinguish active vs. inactive optics from a distance.
2019-11-30 18:44:51 -05:00
Aaron Suen
d8976d3423 New low-poly model for prisms too. 2019-11-30 18:04:28 -05:00
Aaron Suen
a5d5f381e5 Fix UV mapping for lens model. 2019-11-30 17:44:28 -05:00
Aaron Suen
7af74ee5d6 Redo lens as a mesh node.
This should cut triangle count by almost 75% and
improve framerates in complex optic scenes.
2019-11-30 16:40:07 -05:00
Aaron Suen
dcfe66727c More issues ffrom notes. 2019-11-30 10:46:50 -05:00
Aaron Suen
1f504fbb1c Leech to loose sand, make sure it falls. 2019-11-30 10:38:27 -05:00
Aaron Suen
b9e2f822f8 New flexible find_nodes_around api. 2019-11-30 10:28:35 -05:00
Aaron Suen
967653bf65 Dirt leeches to sand under water + time. 2019-11-30 10:15:02 -05:00
Aaron Suen
0fd31152ca Relax scaling requirements (e.g. trees).
Nodes cannot be scaled only if they are BOTH falling
nodes AND diggable by hand.  Mostly this just means
sand cannot be scaled and needs to be dug out
instead.
2019-11-30 09:13:07 -05:00
Aaron Suen
c72afb6469 Some doc reorganizing. 2019-11-30 08:46:00 -05:00
Aaron Suen
7b74ac18d7 Contributing doc goof. 2019-11-29 23:48:43 -05:00
Aaron Suen
3e5e8e4524 Disable healing for 4 seconds after injury.
This is another de-nerfing of physical damage to make
getting caught in a fire and other damage-over-time
situations more damaging.
2019-11-29 21:40:47 -05:00
Aaron Suen
78e4008aac Make players non-pointable for now.
Direct PvP is not (yet) a meaningful thing in NodeCore,
so there's no real benefit to targeting a player with a
tool.  However, having players be pointable CAN cause
issues with spectators blocking the selection path of
legit players in multiplayer.  This allows players to dig
around such spectators, and other players.

Players are not really "of the world" so this makes a
certain kind of sense...
2019-11-29 19:28:15 -05:00
Aaron Suen
c9bac9a66e Un-accidentally-nerf drowning damage. 2019-11-28 22:01:33 -05:00
Aaron Suen
f1cfaae3bf Clear an issue from the icebox, apparently. 2019-11-28 13:06:19 -05:00
Aaron Suen
31bcefd842 Invert flammable/igniter checks.
This should improve game efficiency/smoothness when
a lot of flammable stuff is present but there are no
corresponding massive fires.

This seems to address runtime jitter issues noticed
after placing hundreds of coal nodes inside a forest.
2019-11-28 13:04:35 -05:00
Aaron Suen
6013583e4c Item dispersal tweaks/cleanup. 2019-11-28 11:40:28 -05:00
Aaron Suen
9afeebe215 Standardize item dispersal. 2019-11-28 11:29:21 -05:00
Aaron Suen
9beebc3498 Conservation of mass for burning stacks. 2019-11-28 11:18:03 -05:00
Aaron Suen
45c31cd203 Lenses can still burn transparent things.
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.
2019-11-28 11:03:45 -05:00
Aaron Suen
6d448cf6c6 Clear agg sinking from todo list. 2019-11-28 09:31:11 -05:00