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.
Seems like minetest doesn't behave very well on trying to spawn
more than 1 particlespawner during a single tick.
Work around this so smoke comes out correctly...
Rotation is now fixed, non-moving, and deterministic. This fits
in better with the rest of the visuals in the game being
stationary when in steady-state, i.e. only things actually changing
are actually moving.
Instead of rotation speed indicating a full stack, rotation angle
now does; non-full stacks will always be off significantly from
orthogonal, while full ones will be perfectly square.
It should now be possible to obtain the new optical stuff given
only resources in-game. The molten glass casting process, in
particular, should be at least a little interesing.
These recipes aren't very interesting and may be subject to
refinements in the future.
There seems to be an issue triggering events, so a lot of work
is being done by the abm to cover over this problem...
Much like my earlier work with sz_rotary, I suspect a lot of
fine-tuning will be needed.