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.
- 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...
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.
- 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.
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...?
- 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.
- 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
- 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).
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...
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.
There seems to be an issue triggering events, so a lot of work
is being done by the abm to cover over this problem...
Much like my earlier work with sz_rotary, I suspect a lot of
fine-tuning will be needed.