- Intercept /give commands.
- Provide an API for giving the player an item and inserting it
into the inventory in the right place(s).
- Change the fill order. We try to fill the current slot first,
the continue to the right to the end of the bar, and then
finally work our way left to the beginning. I think this fill
order should be most comfortable, in terms of having items tend
to fall close to the cursor.
Use interception where possible to modify destintion for items
directly instead of relying on post-hoc inventory rearrangement.
This should resolve the glitches where items appear in the wrong
place in inventory for a flash before being moved.
- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
They sound silly, i.e. melting sand/steel now sounds like
sizzling bacon. They're distinct from the "hiss of steam" sound
that cooking completion makes, and it's about the best way to
symbolize "something's cooking" I can think of.
Using various rotations and mirrorings, these 8 symbols can
passably emulate (i.e. when used with contextual hints) the 26
USA alphabet plus 10 numerical digits.
These could be used as a form of writing system.
- 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
This was effectively never really working in practice on MP, and
only ended up more of an eyesore than anything. Since it was
really only ever cosmetic, it's probably okay to just leave
this one out.
Clean up some old issues that are probably not worth worrying
about anymore.
This makes it a little easier to discover recipes, since you now
generally don't have to get the exact count right anymore; just
make sure you at least have enough.
Each slot is twice as likely to be injured as the one to its
immediate left. This creates some player agency in organizing the
inventory, e.g. prioritizing which items to risk the most/least
in the event of injury.
Hexagonal gradients aren't actually a thing, but 6 linear gradients
are a thing. Render them in high-res to minimize the effect of
anti-aliasing gaps, and then shrink them to fit.
Rotation is now fixed, non-moving, and deterministic. This fits
in better with the rest of the visuals in the game being
stationary when in steady-state, i.e. only things actually changing
are actually moving.
Instead of rotation speed indicating a full stack, rotation angle
now does; non-full stacks will always be off significantly from
orthogonal, while full ones will be perfectly square.
- Inventory screen is now no longer game-interactive, and serves
as purely an "about" screen.
- Move the HUD components out of inv mod and into hud mod.
- Separate player setup mod for static physical limitations like
step height, inv size, etc.
- Simplify queue handling, FIFO retry for ents not created due
to world not loaded.
- Make ents responsible for own attachment, to reduce the chance
of non-attachment due to out-of-order replication.
- Unify config object passed to ents, allowing ents to self-manage
more.
Instead of a single queue backlog/icebox setup, split into large
dev spikes and issue/cleanup stuff.
I've been doing a sort of "tick-tock" development cycle in practice
so far. Sometime cycles are "tick" where I add a major feature,
like shelves/totes, lode metallurgy, etc. Others are "tock" cycles
where I make a lot of small releases to clean up issues accumulated
from prior work.
The new backlog format will help keep these separated better.
Using an exponentially-distributed random variable for lode prill
yield. This results in approximately the same average yield as
before, but with many pieces of ore yielding disappointingly only
1 prill, but a few yielding more, theoretically almost infinitely
more. Every smelting operation now has a bit of a gambling thrill
aspect to it.