Make tree sounds managed by the mod that defines the nodes in
question using register_ambient, consistent with other things like
fluids.
nc_envsounds is now responsible for just the air moving and
cave dripping sounds made by air itself.
Common windiness logic moved into api layer.
- 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