Pummel a sponge and it will release water if there is space
nearby, though it will be reabsorbed by the sponge in a few
seconds.
This CAN be used to wet other sponges (i.e. to have a managed
supply of water if working far from oceans) but CANNOT be used
to create infinite springs.
If the original sponge is removed (and there is no other sponge
to absorb the water) then the water will be removed as well.
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.
The alternate_loose/dig_in_place logic for cobble is interfering
with how stone doors work when dug, but it's still playable and
lossless, even though it's a bit tedious. I'd like to understand
why it's happening this way and I can't seem to bypass it easily,
but it may be justifiable to leave it this way.
This will make stacked/repeated sounds play slightly differently
so you can hear from the interference patterns that there is more
going on underneath the surface. It also adds volume to dispersed
ambient effects like fire.
Shockingly it WORKS.
Does not yet interact reasonably with a lot of terrain (should
arguably push liquids, falling nodes, items, etc.) or entities
a(i.e. should arguably push players).
We can't actually fully texture the top, bottom, and ends of the
hand because it's a wield extrusion, so make the whole thing
consistently banded so all faces look as bad as the ones we have
the least control over.
This reverts commit 68c6f6671121b1b72b62db97858c25c82f6e834f.
I was able to reproduce the issue, in a case when it was definitely
NOT a falling_node mishap. Snuffing fire by placing a node against
the last bare face of embers apparently creates a race condition,
in which the node you place can be removed instead of only fire
being removed.
- Consolidate any "source-only" files into "src" dirs.
- Exclude "docs" dir, mainly in root atm.
- Exclude all dotfiles.
This significantly reduces the size of delivered files, since
esp the player model .blend file is very large.
Try to detect player traces going through a change in fluid medium
such as water/air or water/glass, and block facial recognition
through it.
Specifically allow air-into-glass transitions, or into any other
medium otherwise clear enough to allow sunlight to propagate.