65 Commits

Author SHA1 Message Date
Aaron Suen
08437adb04 Tweak lens collisionbox to prevent tunneling. 2019-11-02 23:32:26 -04:00
Aaron Suen
984947830a Fixed water texture error. 2019-10-11 19:49:35 -04:00
Aaron Suen
ed2a9e9573 New experimental animated liquid textures.
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
2019-10-11 19:40:34 -04:00
Aaron Suen
c147da4dde Convert from depends.txt to mod.conf 2019-10-05 11:24:16 -04:00
Aaron Suen
5c37e4351d Merge branch 'dev' into writing 2019-10-01 20:05:31 -04:00
Aaron Suen
b414d7f5c0 Unify gravel in aggregate recipe. 2019-09-09 06:58:57 -04:00
Aaron Suen
952912b5f6 Allow either kind of sand for glassmaking. 2019-09-07 12:05:23 -04:00
Aaron Suen
310ce1bc6c Treat NodeCore as a unified thing.
- Collapse all nodecore "core" mods in the /mods listing, so it's
  easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
  a little easier.
2019-09-07 09:08:57 -04:00
Aaron Suen
39dea8a2ae MAJOR: Code quality audit using luacheck.
- Removed lots of unused variables, a few shadowed identifiers.
- Removed a few sections of dead code.
2019-08-31 09:26:53 -04:00
Aaron Suen
fe2c153f9e Clean up all lua code style.
Formatting rules based on Paul Kulchenko's perl-based formatter...
http://notebook.kulchenko.com/programming/lua-beautifier-in-55-lines-of-perl
...using a single tab for indent.

Mostly pure whitespace changes.
2019-08-27 19:14:51 -04:00
Aaron Suen
db1c67e169 Float and clear glass both grind down to crude similarly. 2019-08-19 22:33:25 -04:00
Aaron Suen
fd52006a7a Image optimizations. 2019-08-19 22:31:00 -04:00
Aaron Suen
1201630dbb Significantly simplified recipe registration. 2019-08-19 22:27:05 -04:00
Aaron Suen
20737f383b Merge branch 'dev' into floatglass 2019-08-16 08:41:28 -04:00
Aaron Suen
638f7f69da Merge branch 'dev' into writing 2019-08-16 08:22:57 -04:00
Aaron Suen
087b8c8f1b More precise logic for player names.
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.
2019-04-08 08:52:59 -04:00
Aaron Suen
92e27632db Connected crude glass rendering.
Make it consistent with ordinary clear glass.
2019-04-08 08:08:22 -04:00
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
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
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
Aaron Suen
1b9b20c80b Initial proof-of-concept writing system.
It's barely usable/playable.

I'm not happy with how disjoint it is from the existing crafting
system, for little gain; there's a lot of on_nodepunch logic that
was added for this.

It also doesn't play very well.  Major issues:
- Awkward collision with existing logic, e.g. taking things from
  shelves, then drawing on side of shelf.  Probably need a group
  specifically for writable sufaces.
- Single action to rotate through all glyphs is bad.  Probably
  want one to change through the 8 shapes, and another to change
  rotation/reflection.
- Erasure is awkward, inconsistent, and not necessarily reliable.
  Should make it possible to recover charcoal in most cases, and
  use a unified set of hooks for it...

Should glyphs be pointable and run logic directly on node, or
should we keep it point-through...?
2019-04-01 19:15:01 -04:00
Aaron Suen
fbff15e2fe MAJOR fire api/logic rework.
- Expanded fire api, added "check" varieties of things that also
  perform relevant checks for eligibility.  Standardized testing
  for ventilation.
- Snuff embers to coals as fuel.
- Fuel is consumed randomly by flames.  This means that fuel that
  are surrounded by flame burn out quicker, while flames
  surrounded by fuel consume fuel from each node slower.  This
  adds subtlety to furnace design for efficiency.
2019-03-31 20:54:38 -04:00
Aaron Suen
85f87d1c17 Simplify some selectionboxes significantly. 2019-03-30 21:23:02 -04:00
Aaron Suen
fb63ad0a82 Fix some optics unloaded-area crashes. 2019-03-24 23:15:25 -04:00
Aaron Suen
c44d9879bd Cut down on log noise from optics. 2019-03-24 19:52:14 -04:00
Aaron Suen
e08e017e04 Stop excess optic rechecks on ignores. 2019-03-24 18:24:37 -04:00
Aaron Suen
8a8533a8fc Convert lode to new cooking recipe system. 2019-03-22 22:55:30 -04:00
Aaron Suen
da54ec1815 Start to unify cooking/cooling into recipe system. 2019-03-22 21:55:02 -04:00
Aaron Suen
1b395e3589 Lava-like ambiance for molten glass too. 2019-03-14 21:42:11 -04:00
Aaron Suen
66e8352889 Fluid and ambient sounds. 2019-03-14 21:35:33 -04:00
Aaron Suen
a2e68a3e71 Glass sounds. 2019-03-14 20:13:37 -04:00
Aaron Suen
9607bcc6a6 Start working on sounds, plus minor refinements.
- 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
2019-03-13 23:51:59 -04:00
Aaron Suen
7cae0bd430 Clean up optic processing code. 2019-03-12 20:30:59 -04:00
Aaron Suen
8053bbc21c Transactional stability for optics.
- Make lens not flicker with light level dithering by using
  histerisis in threshold.
- Optical nodes always read the past world snapshot for creating
  the next snapshot, so there are no accidental fast paths
  through optical logic leading to glitches (hopefully).
2019-03-12 20:22:42 -04:00
Aaron Suen
1382af2fac Revert "Work around particle emission issues."
This reverts commit 78f1b2971abd5c221aea272d14a052d5fe65df00.

Turns out I was testing on an outdated client.
2019-03-10 03:48:44 -04:00
Aaron Suen
78f1b2971a Work around particle emission issues.
Seems like minetest doesn't behave very well on trying to spawn
more than 1 particlespawner during a single tick.

Work around this so smoke comes out correctly...
2019-03-10 03:32:59 -04:00
Aaron Suen
e51b301888 Fix some :get_meta()/.get_meta() bugs. 2019-03-10 01:31:06 -05:00
Aaron Suen
50869403e0 Unified soaking/cooking API, smoke particles for cooling too. 2019-03-10 01:00:57 -05:00
Aaron Suen
1f932edab4 Add smoke particles to cooking recipes as they stand now.
Like pummeling, this should give feedback when players are doing
something right.
2019-03-10 00:24:16 -05:00
Aaron Suen
0f0377da52 Make lens/prism light pass thru sunlight_propagates nodes.
This also prevents the lens from igniting them.

Made stick and staff at least as transarent as frames/ladders.
2019-03-09 19:46:52 -05:00
Aaron Suen
111338e56f Pound glass back into sand. Fix recipe prioritization for pummels. 2019-03-09 19:40:02 -05:00
Aaron Suen
122f1c1677 Lens firestarting. 2019-03-08 23:30:12 -05:00
Aaron Suen
f4657cb10a Dammit! minetest.get_meta, NOT minetest:get_meta! 2019-03-07 23:06:11 -05:00
Aaron Suen
be2bef8d3e Actually, we probably don't need to nerf the light so much. 2019-03-07 22:43:11 -05:00
Aaron Suen
1ae9408819 Nerf molten glass light emission. 2019-03-07 22:41:49 -05:00
Aaron Suen
58109d30e7 Create basic crafting recipes, completing tech tree bridge.
It should now be possible to obtain the new optical stuff given
only resources in-game.  The molten glass casting process, in
particular, should be at least a little interesing.

These recipes aren't very interesting and may be subject to
refinements in the future.
2019-03-07 22:27:38 -05:00
Aaron Suen
19bfab1c1f Glass now cools/quenches.
Almost done with this new feature; just need to craft lenses and
prisms from chroma glass...
2019-03-07 22:21:04 -05:00
Aaron Suen
bcca369cc7 Molten glass flows (source "rolls") downhill.
This will allow us to pour glass into molds for casting.
2019-03-07 22:05:37 -05:00
Aaron Suen
ed7fa1e95c Add molten glass, cook sand into it w/ fire. 2019-03-07 21:50:29 -05:00