- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
- 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
Hexagonal gradients aren't actually a thing, but 6 linear gradients
are a thing. Render them in high-res to minimize the effect of
anti-aliasing gaps, and then shrink them to fit.
- Eliminate health and breath stat bars.
- Players NO LONGER DIE FROM INJURY.
- Players no longer lose walking speed or mobility.
- Players lose inventory slots in proportion to injury; they're
stuffed with an "injury" item, and items they displace are
ejected. Slots are displaced in random order.
- Healing rate is much faster, so players are usually mildly
inconvenienced by injury, but can soon enough pick up their
stuff and leave.
- Health and breath HUDs are gone. Health is visible based on
number of lost slots, and breath uses a vignette to narrow
tunnel vision for O2 loss.
Overall, the old health system has been more of an immersion-
breaking annoyance than anything. This allows health to get out
of the way of the primary gameplay.
UNFINISHED: Need a replacement for the old "suicide to get unstuck"
mechanic.
Can't get HUDs to align right on high-DPI/android at all. Give up
on the combination breath/wield bar, switch back to a much earlier
version of the code for that.
For wield names, add a new tooltip to the center of the screen, and
show it transiently so that it doesn't disrupt all gameplay.
As a bonus, this is also a logical place to put a "what am I
touching" display, so hook this up for punching. Now you can
tell what you're touching even when you can't dig it. This is
like a WAILA mod, but doesn't require tracing.
On android (and possibly other very high DPI displays) the position
of the HUD is calculated incorrectly for text HUDs. According to
rubenwardy, "the HUD sucks", so it seems unlikely that this will
get fixed soon. Switch to using a sequence of image HUDs and a
bitmap font to render the hotbar text. This is currently limited,
but expandable.
They seemed to have no effect at all on android issue.
Conclusion: this is probably an engine bug, especially since I
can't get it to misbehave at all on low-DPI desktop.
Try to create HUDs in the correct initial state instead of
creating empty and trying to change on the very next tick, which
could lead to HUDs arriving out of order and desyncing.
Swap it out with the breath bar, since the breath bar won't be
displaying most of the time, so we can afford to not read what an
item is until we come up for air to look at it.
Also, "eggcorn" is a single word.
- Inventory screen is now no longer game-interactive, and serves
as purely an "about" screen.
- Move the HUD components out of inv mod and into hud mod.
- Separate player setup mod for static physical limitations like
step height, inv size, etc.