When bypassing custom on_place logic and
skipping directly to "place as node" logic, also
allow nodes to customize their "place as node"
logic with another hook, which the tote can use
to ensure it's rebuilt when door-placed.
Finally use the new Forms to craft shelves
using a 2-component recipe, and replace the
old 3x3 recipes. This affects:
- Wood shelves
- Clear glass cases
- Float glass cases
- Lode crates
- Tote handles
For now, we're just going with the simplest
recipe of just putting an item into the form.
If players want to store things in the form
without assembling a shelf, they'll have to
remember to drop items in through the top
only.
Forms may have served a purpose as makeshift
storage when actual shelves are too expensive
but this is NOT their purpose. They are
primarily intended as crafting ingredients for
proper storage, and secondarily as hoppers for
stack-fed machines. Any ability to use them as
actual player-controlled storage devices is
purely coincidental and not guaranteed.
Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
When placing a tote, if the space it's being placed into is not
buildable (e.g. placing against the ground where a stick is
lying above it) then it would crash; make it just abort tote
placement instead.
Carrying a tote with an infused tool inside would
cause the tote to repeatedly animate item
switching because the infused tool's soaking AISM
would keep returning a new item stack, causing
the tote to detect a "dirty" state, reserialize its
data, and thus keep changing metadata.
Detect if we're setting an item string to the same
string it already was, and don't mark it as dirty
if so, fixing this.
This reverts commit 253c2282917ecade5b8356d592edab40b1d517f5.
Apparently this warning is full of crap. Explicitly
setting use_texture_alpha in the node def does
something DIFFERENT than what the engine says
it's doing enabling it internally. use_texture_alpha
enables alpha BLENDING, which is what we
don't want with interpolation filters, whereas
leaving it off enables alpha THRESHOLDING which
is exactly what we want.
Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
Apparently we will be required to enable
use_texture_alpha explicitly for anything using
any level of transparency, not just alpha
blending, in some future version.
By restricting the recipes we check based
on the name of the central object being
checked, we can do many fewer craft
checks per item and avoid expensive
checks.
Register a "rootmatch" property for all
recipes that represents a broader, quicker
test for recipe eligibility. False positives are
allowed but false negatives are not.
Since most recipes are eligible, we can
use this to build an index for fast lookups
of subsets of recipes to run and skip most
of the other ones.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.
This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order. That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway. If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
This created a ton of dependency inversions, which
necessitated moving a number of API functions up into
higher layers, and restructuring dependency lists for
a number of mods.
BOLO: non-deterministic load errors due to missed
dependencies.
- Unbake the scaling tweak from models, apply it
using mesh scaling in MT instead.
- Standardize ratio definition in one place.
- Default all nodeboxes to winning z-fights.
- 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.
Translations are currently by holistic strings, i.e.
no parameterization. This may create some busy
work for translators, but gives them more freedom
to account for differences between languages.
A translation template file is written out to the world
path on game start, so translators have a seed to
work from.