- No day/night cycle, no sun/moon.
- Get rid of clouds too.
- Skybox is now 100% texture-packable.
- Natural light diminishes with depth.
Night-time no longer disrupts gameplay topside, but
skylights are no longer useful to an infinite depth and
artificial light is necessary for all deep mining.
- Handles upsert, TTL, caching, players leaving.
- Unify breath and player name HUD logic for now.
Touchtips are more complex (multiline, translate) so
those will need more work to unify.
If players are invisible, NodeCore will not add any visible or
audible effects for them, allowing such players to be completely
non-interactive with gameplay.
This allows things like spectator or stealth-admin mods to
function properly.
- 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.
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...
Use interception where possible to modify destintion for items
directly instead of relying on post-hoc inventory rearrangement.
This should resolve the glitches where items appear in the wrong
place in inventory for a flash before being moved.