In the earliest days of the game, repose was added, and at the time it
seems that the intent was to have nodes "roll" off of their perches.
This caused problems though with tree leaves wandering an unlimited
distance down grassy hillsides, so it was changed so that repose
nodes could only roll off of loose/falling nodes that were able to "tilt"
to let the above nodes come off. Because of this, the implied action
here seems to have changed from "rolling" to "sliding", so the extra
ceiling clearance is no longer necessary.
- 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 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.
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
- Level 1 is for "hand" or "primitive" tools.
- Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
are the main thing that makes e.g. stone harder to dig than dirt.
The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.