- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
Try to detect player traces going through a change in fluid medium
such as water/air or water/glass, and block facial recognition
through it.
Specifically allow air-into-glass transitions, or into any other
medium otherwise clear enough to allow sunlight to propagate.
Standardize the "play a sound for everybody except the player who
is already playing it client-locally" logic into one place.
Fix failure to correctly detect tool speeds for some things, i.e.
when the player is using a tool but the capability used on a node
is actually inherited from the hand.
Note that this may allow pummeling with wrong tools (e.g. repacking
soils with spades) along with accompanying inappropriate tool wear,
but this should be minor and avoidable, and can be fixed later...
Attempt to place stack node directly when player is pointing at
a node space, instead of tossing out an item ent.
This makes item organization less tedious in the early game, as
players are manipulating node positions instead of calculating
ent ballistics in their heads when trying to lay out inventories
on the ground, or using naive shelving.
(Note that wooden shelves still have an advantage in how quickly
items can be taken from them).
Items are still tossed as ents if a player is not looking at a
valid place in nodespace, so inventories can still be e.g. thrown
over a cliff or jettisoned in the ocean...
- 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
Each slot is twice as likely to be injured as the one to its
immediate left. This creates some player agency in organizing the
inventory, e.g. prioritizing which items to risk the most/least
in the event of injury.
- 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.