Apparently "rounding error" margin for the bounding box for feet
was too large for MT to detect player's feet on the ground.
Shrink it to a very small amount that should be large enough not
to be lost in rounding error but small enough to allow footstep
sounds.
- This nudges the player upward a bit and gets the
feet of the model out of the ground.
- This also compensates for a rounding issue that
causes players to be detected as stuck in the
node below their feet instead of the space above
it. The old workaround worked for pushout but
didn't help with mods like ziprunes.
The hack to start new players with full breath does
not apparently work with existing players, so players
are joining to find their breath half gone at the start
of play.
Instead, let's just hide the breath HUD entirely for the
initial half of underwater movement, and only show it
when the player is running low. This effectively hides
the fact that players are losing the top half of breath
when joining, in the common case.
Players joining and being immediately submerged in
water is an uncommon enough case that this will
probably not affect gameplay significantly.
We tried this first back in 5.0, and found that there were issues:
- Some collision detection stuff broke.
- It felt choppy.
- Didn't work consistently on Android.
- There was already auto-jump anyway.
Since then, with the addition of auto-run, auto-jump has not felt
sufficient, especially for climbing terrain or staircases. There
have also been a number of updates since the last time stepheight
was tried, including to collision detection and movement.
It's time to see how this feels in actual gameplay again.
Set stepheight to just a little above 1, so player can step up
a full node, plus a little margin of error for rounding etc.
This should more reliably minimize network traffic
incurred by excess property setting.
We could probably standardize a few more things,
like set attach, anim, yaw, pos...
- Players start out at a brisk walk, accelerate to a run
if moving continuously forward.
- Clean up and consolidate various player movement
code, including footsteps, freefall, and zoom focus.
If players are invisible, NodeCore will not add any visible or
audible effects for them, allowing such players to be completely
non-interactive with gameplay.
This allows things like spectator or stealth-admin mods to
function properly.
Direct PvP is not (yet) a meaningful thing in NodeCore,
so there's no real benefit to targeting a player with a
tool. However, having players be pointable CAN cause
issues with spectators blocking the selection path of
legit players in multiplayer. This allows players to dig
around such spectators, and other players.
Players are not really "of the world" so this makes a
certain kind of sense...
Consistent with removal of the arms and wield hud,
remove the hotbar HUD and dump all inventory items
on the ground at time of revocation, if necessary.
- Eliminate health and breath stat bars.
- Players NO LONGER DIE FROM INJURY.
- Players no longer lose walking speed or mobility.
- Players lose inventory slots in proportion to injury; they're
stuffed with an "injury" item, and items they displace are
ejected. Slots are displaced in random order.
- Healing rate is much faster, so players are usually mildly
inconvenienced by injury, but can soon enough pick up their
stuff and leave.
- Health and breath HUDs are gone. Health is visible based on
number of lost slots, and breath uses a vignette to narrow
tunnel vision for O2 loss.
Overall, the old health system has been more of an immersion-
breaking annoyance than anything. This allows health to get out
of the way of the primary gameplay.
UNFINISHED: Need a replacement for the old "suicide to get unstuck"
mechanic.
Avoid above-grade placement, but randomly allow it, allowing
items that are "stuck" in a pile of leaves to gradually
random-walk their way out into a stable position.