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
- 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.