When a thrown item settles into a node space and
becomes a visinv node, reuse the existing entity instead
of deleting the old one and creating a new one, if
possible.
- On door convey
- On item ent settling
Only able to support limited cases, and still can't
usefully animate nodes, but at least this makes
some item placement behavior look smoother.
If something is blocked, store it in a separate retry
queue. If the thing that blocked it moved out of
the way, re-queue the things waiting on it for retry.
This is probably theoretically less efficient than the
old approach since it relies on finding opportunities
to move items on the fly and probably queues a
number of retries that will ultimately fail, but it's
simpler and easier to maintain than the old way.
The old logic was extremely over-complicated, in
an attempt to allow door conveyance to work with
no gaps and support loops. This led to code that
was unmaintainable, and a node deletion bug that
was too difficult to fix.
The drawback to the new approach is that things
cannot be pushed by doors into spaces that are
occupied by another thing, even if that thing will
be pushed out of the way by the doors on the same
cycle. This means that chains of items on
conveyors will always have an air-gap between
them.
Unfortunately this also causes conveyors to jam for
one turn if there is no airgap between nodes on
certain conveyors, but it's better than the original
bug.
- This was never known to be used.
- Player meta is only available for online players, so
this would prevent looking up skins for offline
players.
- This API arguably needs more overhauling to work
with offline player properly though (e.g. pass
player name instead of player object).
Issues reported on mobile devices (non-flagship
phone models or non-16:9 screens) that seem to
be because formspec size doesn't fit on screen so
tab buttons don't respond.
Rename the "movement" tab to "motion" even
though it's not a perfect synonym, to make it fit
inside the button better.
- Make texture pure black so it can be used to
darken gravel as well.
- Bolden texture alpha so it can be controlled per
node def with opacity.
- Use lighter effect on sand, heavier on gravel.
- Add rake
- Different kinds of doors
- Stone brick around furnace
- Different kinds of concrete mix
- Add plants (sedge/rush/flower) to cliff
- A little charcoal writing on far right
New pattern textures by GreenXenith
- Linear and Nexus shapes
- Recipe determined by player looking direction
- Rake same again to clear
- Handle pattern loss on digging, silktouch
- Wilted flowers can be planted but will
disintegrate if plucked.
- Flowers can be washed away by water.
- Destroying flowers/sedges uses the same
particle effects as pumice.