745 Commits

Author SHA1 Message Date
Aaron Suen
32cd936dc2 Create float glass.
- Super-clear, ultimate form of clear glass.
- Needs to be molded floating atop lava.
- Not sure about merging this yet; there are kinda a lot of forms
  of glass already now...
2019-04-07 18:39:10 -04:00
Aaron Suen
3a8908e9d8 Sound code crash. 2019-04-07 17:45:26 -04:00
Aaron Suen
5b9c6324b6 Make crude glass just a bit cruder. 2019-04-07 09:18:07 -04:00
Aaron Suen
d1a937e973 Add crude glass.
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.

This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
2019-04-07 09:12:44 -04:00
Aaron Suen
54293a24be Oops... 2019-04-07 00:03:06 -04:00
Aaron Suen
c1828219e6 Refactor social sounds subsystem.
Standardize the "play a sound for everybody except the player who
is already playing it client-locally" logic into one place.

Fix failure to correctly detect tool speeds for some things, i.e.
when the player is using a tool but the capability used on a node
is actually inherited from the hand.

Note that this may allow pummeling with wrong tools (e.g. repacking
soils with spades) along with accompanying inappropriate tool wear,
but this should be minor and avoidable, and can be fixed later...
2019-04-06 23:51:05 -04:00
Aaron Suen
eba101c93a Fix sound doubling issues. 2019-04-06 23:42:23 -04:00
Aaron Suen
4271290487 New stone chip/tool textures.
Make the chip darker, like loose cobble it comes from instead
of smooth stone.  Also make the chip larger and sit lower in
stacks and on shelves (e.g. against wooden base) to make it look
better and easier to see.

Make tool tips correspondingly darker too.
2019-04-06 22:20:08 -04:00
Aaron Suen
617aa4704f Dug sounds for old node, not new. 2019-04-06 21:28:11 -04:00
Aaron Suen
31fbfd8d33 Hear other players get hurt, reorg player health mod. 2019-04-06 21:23:14 -04:00
Aaron Suen
5a115bdaa8 Particle effects for growing trees.
Intensity of particle effect indicates rate of growth.
This should help players get feedback that their trees are,
indeed, actually incubating.
2019-04-06 21:02:58 -04:00
Aaron Suen
2f8628d07a Docs. 2019-04-06 20:53:12 -04:00
Aaron Suen
68c6f66711 Remove (expensive) issue8738 workaround.
I suspect that the problem that I actually observed was caused by
falling_node behavior, and NOT by an abm.  This workaround cannot
remain without firm evidence that it solves an actual problem.
2019-04-06 20:50:58 -04:00
Aaron Suen
0aad2ef63c Conclude current 0.4 deprecation plans. 2019-04-06 20:50:24 -04:00
Aaron Suen
b7372fd05d Eliminate all non-main inventory lists. 2019-04-06 20:49:27 -04:00
Aaron Suen
80d3d9708c Deprecate player:get/set_attribute to player:get_meta(). 2019-04-06 20:46:13 -04:00
Aaron Suen
a674184df0 Fix deprecated getpos -> get_pos. 2019-04-06 20:34:13 -04:00
Aaron Suen
d8acafe9cc Switch from line_of_sight to raycast. 2019-04-06 20:31:12 -04:00
Aaron Suen
c43eaa10ec Fix bug that broke falling node hazards. 2019-04-06 20:20:04 -04:00
Aaron Suen
fe727d0145 Social digging/placing sounds.
Normally these play only locally for the client doing the
digging/placing.  Explicitly play them to other nearby clients.
2019-04-06 20:14:04 -04:00
Aaron Suen
68d996e1f3 Begin EOS for MT 0.4.
We actually haven't been testing in 0.4 at all for quite a while
now.  Since this is a standalone base game without complex
interdependency relationships, there isn't really any need to
maintain compat with old versions of the engine.  Players can
upgrade to play; keeping a separate copy just to play on old 0.4
servers is even still an option.

There is some internal cruft that has been building up to support
0.4, and this allows us to purge most of it.  The larger benefit
may come when we're able to remove line_of_sight in favor of the
more efficient raycast (still yet to be done).
2019-04-06 11:21:34 -04:00
Aaron Suen
63db0010fc Update 0.4 sunsetting plan. 2019-04-05 08:03:16 -04:00
Aaron Suen
47ac931f34 Easy targeted stack placement via drop key + raycast.
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...
2019-04-05 07:42:48 -04:00
Aaron Suen
431594b1b6 More nuanced ore distribution.
- There is now a thin "background" amount of lode at all depths,
  so you should never dig too large a stata without finding
  anything at all.
- Ore is now not only more plentiful at depth, but also packed
  into denser clusters, so you have to mine for longer before
  finding a huge deposit.
2019-04-04 08:48:55 -04:00
Aaron Suen
d41e208d87 Switched from fire alpha to gentle animation. 2019-04-04 08:26:53 -04:00
Aaron Suen
c39cabf18d Be more conservative about swimming only when there is enough fluid 2019-04-04 02:01:49 -04:00
Aaron Suen
db60a86fc6 Swimming animation code refinements.
- More sophisticated swimming liquid detection, which also handles
  some corner cases a little more smoothly.
- Use the "walk+mine" animation for digging while treading water.
- Clean up anim code and merge speed table with animations.
2019-04-04 01:48:54 -04:00
Aaron Suen
4d53a36345 Merge new swimming animations by LoneWolfHT.
Note that set_local_animations has been removed, to be able to
support these new animations when using local 3rd-person view.
It's expected that this MAY cause 3rd-person view animation
change lag in 3rd-person view when network lag is a problem,
but we don't expect this to be very much trouble in practice...
2019-04-04 01:25:25 -04:00
Aaron Suen
3614068263 Bug fixes, tidier craft excess handling. 2019-04-03 08:10:03 -04:00
Aaron Suen
4b1488ed3f Hints system overhaul.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.

Fixed a number of small bugs elsewhere in the process.
2019-04-03 07:41:27 -04:00
LoneWolfHT
f6d8dad3fa Add swimming animations 2019-04-02 13:47:41 -07:00
Aaron Suen
42f5784c64 Prevent flying via /stuck. 2019-04-02 08:26:24 -04:00
Aaron Suen
fd8ebb78c7 Reduce skin update frequency. 2019-04-02 08:23:09 -04:00
Aaron Suen
be6b5ec8a0 Remove "Cube" from node descriptions.
Consistent with everything else in the world, we assume that "cube"
is the default state for things to be in (this is NodeCore after
all) and only use shape descriptors for things like lumps, prills
and other non-cube versions of things that also exist as cubes.
2019-04-02 08:10:17 -04:00
Aaron Suen
20b489dca5 A little bonus fun content. Could use some future expansion. 2019-04-02 08:08:14 -04:00
Aaron Suen
676a478427 Fix alpha channel. 2019-04-01 19:54:39 -04:00
Aaron Suen
2b048e4ffb Image optimize. 2019-04-01 19:19:17 -04:00
Aaron Suen
de1232c927 Fix crash bug... 2019-04-01 18:27:36 -04:00
Aaron Suen
e906e042fa Automatically fix broken nc_stats data. 2019-04-01 18:16:41 -04:00
Aaron Suen
507f5ae98e Sounds for tools wearing out and breaking. 2019-04-01 00:39:30 -04:00
Aaron Suen
26331ae061 Document issues. 2019-04-01 00:13:57 -04:00
Aaron Suen
cbcabb60f2 Downgrade this bug; we can handle it with a single workaround. 2019-03-31 23:57:31 -04:00
Aaron Suen
ab5f6bcdbb Attempt to work around engine bug 8378.
Hopefully calling minetest.get_node_or_nil() again for all ABM's
will bypass the broken node cache.  We should see warning messages
in the logs if this is the case.
2019-03-31 23:55:05 -04:00
Aaron Suen
d5c0c94c85 Fix coal2 not returning any coal lumps. 2019-03-31 23:51:25 -04:00
Aaron Suen
d34f5ee56a Documentation. 2019-03-31 23:18:56 -04:00
Aaron Suen
468bbba9ca Try using alpha for flames.
Fuel quality is important now, so we want to be able to see the
fuel through the fire.  On the other hand, this may cause fire
to be invisible through water...
2019-03-31 22:21:05 -04:00
Aaron Suen
a22cc73a20 Consistentize ash/charcoal lump/cube naming. 2019-03-31 22:11:29 -04:00
Aaron Suen
9ae3703500 Clear some done stuff. 2019-03-31 21:53:21 -04:00
Aaron Suen
2d4445c976 Tweak flammability, esp of charcoal/ash mixtures. 2019-03-31 21:38:26 -04:00
Aaron Suen
cd5dbc8268 Make collision boxes just a LITTLE bigger for realism. 2019-03-31 21:32:11 -04:00