- O(n) efficiency walk of item entities
- Honor stack family merging, e.g. differing lux levels combine
Since the new walk should be much more efficient, the need to
handle "extremal" cases specially, e.g. creation of a multi-stack
ent, is probably unnecessary. Remove it from the task list,
barring any future evidence that it's still relevant.
When unlaundered ABMs run, give the
laundered ABM pump a rest for 1 tick, to
ensure we don't run 2 batches worth of
ABMs on any 1 tick, to smooth things out.
This should cause maps that have the same
seeds to have much more similar results
than before, e.g. sponge deposits will be in
the same places determined by seed and not
random each regeneration of the map.
- Mapgen shared now provides an RNG which
will be deterministic when feasible, for
repeatable mapgen results.
- Make existing rng-using mapgen hooks use
the new deterministic RNG.
- Mapgen shared hooks are also run in
deterministic order too.
- Tidy up mapgen_shared API a little more.
- Categorize types of issues, since I find I pick through the list
not based on absolute priority but based on what kind of things
I feel like working on, e.g. gameplay improvements vs. code
quality.
- Clean out the icebox. Reinstate a few things at bottom of other
lists, clean out the rest.
Also reduce client packets by tracking dynalight node
ttl in-memory instead of meta. Lights might flicker out
a bit on area first loading, but some startup judder is
expected on any unloaded area anyway.
Add a "cheat" code for torch testing, and possibly for
other dev uses.
Reinterpreting the grass side as a mask instead of a texture
causes some really ugly artifacts with texture packs designed for
legacy textures and not overriding this.
Renaming the texture prevents the collision, and creates a sane
fallback for texture packs that don't have an override.