910 Commits

Author SHA1 Message Date
Aaron Suen
bd3246c16c Non-interacting players have no inventory either.
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.
2019-11-25 20:36:13 -05:00
Aaron Suen
290d0dd9c2 Show/hide HUD elements based on interact priv.
If player is not allowed to interact, their model already lacked
arms, so this prevents the player from seeing their hand
on-screen.
2019-11-24 20:02:42 -05:00
Aaron Suen
102fca3816 Fix a couple more aggregate misbehaviors. 2019-11-24 08:17:13 -05:00
Aaron Suen
dbf26466f0 Aggregate is good to the last drop but NOT beyond. 2019-11-24 08:08:58 -05:00
Aaron Suen
e769727f93 Simplify name of Adze. 2019-11-23 09:36:31 -05:00
Aaron Suen
ac4ae381a6 Fix nodefall-disturb group falling.
Wrong falling check.  We don't need to check for repose
because that's already handled by an ABM.  Instead use the
standard check_for_falling that's recursive.
2019-11-23 09:27:06 -05:00
Aaron Suen
496da99a03 Press backstop can be "supported" loose nodes.
The press will now search a small distance through falling
nodes to find a solid node, as long as there are no air gaps
in the pack of falling nodes.

This makes aggregate automation possible.
2019-11-23 09:10:57 -05:00
Aaron Suen
fd31c8dad7 Opaque nodes can block lens beams in item form. 2019-11-23 08:57:03 -05:00
Aaron Suen
a208893e07 Fix biactive lens instability.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.

Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
2019-11-23 08:52:12 -05:00
Aaron Suen
fc2d139e9f Lots of new issues... 2019-11-23 08:37:19 -05:00
Aaron Suen
33a6a7ce55 Weblate updates, esp thanks to Terifo. 2019-11-21 20:50:39 -05:00
Aaron Suen
3d39735e7f Re-disable buggy bandolier so we can make a release. 2019-11-21 06:32:51 -05:00
Aaron Suen
a0bdf98ca1 Major damage simplification.
- Healing rate is always the same, regardless of environment.
- Remove visible damage from player.

Lasting injury has just never really been a major gameplay
factor, and making players wait to heal under certain
circumstances did not feel like it made gameplay "better" in
any way.

Now, if you get hurt, you drop your stuff, and have to wait a
MINIMAL amount of time before you can pick it up again.

Similarly, with visible inventory, the damage textures are
redundant, and with the gameplay importance of injury being
so diminished, they were visual overkill.
2019-11-20 23:58:42 -05:00
Aaron Suen
aeabc47c46 Attach inv-view to chest bone to fix swim anim.
Unfortunately this now exposes a bug in the model where the
chest bone is rotated 180 degrees in walking and swimming
anims, but not standing ones...
2019-11-19 00:26:03 -05:00
Aaron Suen
a64b45c55a Make burns/injury visible in wieldview too. 2019-11-18 23:32:08 -05:00
Aaron Suen
061d100723 Re-increase torch water quenching radius a little. 2019-11-18 22:55:36 -05:00
Aaron Suen
b9fb3660d0 Run AISMs on item_entities too.
Even though they're ephemeral and supposedly short-lived,
throwing a torch into water should probably extinguish it
before it lands at the bottom.
2019-11-18 22:35:10 -05:00
Aaron Suen
8c45be8abb Make handheld torches more forgiving.
You can now wade in shallow water or stand closer to a
waterfall without torches going out.
2019-11-18 22:17:17 -05:00
Aaron Suen
138e4fae72 Bandolier slots should tilt the other way. :-) 2019-11-18 20:35:55 -05:00
Aaron Suen
a9531b5225 Show bandolier slots as placeholder ents. 2019-11-18 20:28:58 -05:00
Aaron Suen
908ba1e713 Remove wieldview from todo. 2019-11-17 14:22:38 -05:00
Aaron Suen
2e991f325b Try reinstating "full inventory wieldview".
Supposedly entity attachment is fixed in v5.1+.

Replace the "rotating toolbelt" with a front bandolier placement.
- Should be sufficiently realistic.
- Explains quick access to items (backpack wouldn't).
- Keeps "social surface" of player on front.
2019-11-17 14:16:49 -05:00
Aaron Suen
d6fce1b385 Another weblate sync. 2019-11-17 10:14:09 -05:00
Aaron Suen
02f663df03 Fix drowning HUD bugs:
- Pay attention to enable_damage setting.
- Fix faint HUD being on all the time.
- Fix excessive hud_change calls, maybe improve traffic?
2019-11-17 09:04:45 -05:00
Aaron Suen
4c025eea00 Don't register useless glowing lode full tools. 2019-11-17 08:55:24 -05:00
Aaron Suen
7b9d4c9815 Fix peat hint. 2019-11-17 08:51:45 -05:00
Aaron Suen
6427db69d8 Peat making now requires an appropriate tool. 2019-11-17 08:50:47 -05:00
Aaron Suen
e3b678d007 Update notes from Discord. 2019-11-16 19:52:22 -05:00
Aaron Suen
055ecbf57e Record nc_stats by version.
- Track global summary data by version.
- Also effectively tracks version upgrade history.
2019-11-16 14:32:28 -05:00
Aaron Suen
2abf96f457 Update player's guide scaling tip. 2019-11-14 08:05:20 -05:00
Aaron Suen
0904c78987 Retire unnecessary "blank" images. 2019-11-10 10:44:41 -05:00
Aaron Suen
f48b103e58 Players can only see nearby scaling particles.
If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.
2019-11-10 10:42:23 -05:00
Aaron Suen
cd3300a72e Scaling hints. 2019-11-10 10:09:03 -05:00
Aaron Suen
a90d49404b More scaling refinements.
- Cannot do "floor feeling" if floor is already lit.
- No need for steady-state particles on "floor feeling" nodes.
2019-11-10 10:03:15 -05:00
Aaron Suen
52dcebc696 Fix up scaling node upgrading.
- Prevent downgrading.
  Should prevent player from falling when overhangers replaced.
- Allow hanging construction through other scaling nodes.
  Should prevent full overhangs from being blocked by wall scaling.
2019-11-10 09:40:15 -05:00
Aaron Suen
126039e3ed Scaling Generation 3.
- Repeat/hold place (right-click) with empty hand instead of pummel.
- Otherwise, works similarly to first generation.
- Scaling nodes can overwrite each other now (upgrade wall to ceiling).
- Visuals are now particle-based instead of texture, like Gen 2.
2019-11-10 09:33:40 -05:00
Aaron Suen
07850123d7 Standardize high-resolution gametime.
Use high-res version in a few places we were using integer-res
timer before.  This should e.g. smooth time variation of wind
strength for ambient sounds.
2019-11-10 08:10:34 -05:00
Aaron Suen
decbc96c67 Fix door behavior regressions.
- Packing recipes blocked by stack node visinv ents.
- Item duplication between sliding/falling nodes.

A little sloppy still, but at least it seems to fix the issues.
2019-11-06 19:10:03 -05:00
Aaron Suen
921dc9c1da Doors are now blocked by entities.
This should help mitigate issues that can cause falling_nodes to
clobber doors.  It may make some builds that were working
unreliably before now not work at all, but after a redesign, they
may work more safely now.
2019-11-03 12:40:19 -05:00
Aaron Suen
08437adb04 Tweak lens collisionbox to prevent tunneling. 2019-11-02 23:32:26 -04:00
Aaron Suen
4996081351 Fix nodes not falling when doors open below. 2019-11-02 21:11:05 -04:00
Aaron Suen
ba32ab94db Fix broken charcoal writing hint. 2019-11-02 19:03:00 -04:00
Aaron Suen
8b9ef4e7ba Door press can be used to count/eject items. 2019-11-01 22:08:51 -04:00
Aaron Suen
98c04d8508 Press only does 1 node per door body.
Not enough pressure to do 2 at a time, and this
prevents it from being trivial to keep a press from
interfering with the item path.
2019-11-01 21:02:29 -04:00
Aaron Suen
42a68a7773 Press backstop cannot be a "loose" node. 2019-11-01 20:44:48 -04:00
Aaron Suen
20e4432598 Apply "press" recipes to nodes jamming doors.
Nodes need to have a "backstop" node of some kind
holding them in place.  Automatically convert all
thumpy pummel recipes to press recipes too.
2019-11-01 20:42:44 -04:00
Aaron Suen
6f3bb30825 Fix rake taking credit for hand-digging nodes.
When you have a thing in your hand that doesn't help
you dig a node, but you can dig that node by hand,
then apparently the after_use callback still seems to
trigger, causing the rake effect, and wear-out.
2019-10-31 21:33:53 -04:00
Aaron Suen
11f2dce038 Notes/planning update. 2019-10-31 09:16:30 -04:00
Aaron Suen
aebbef9720 Rake also gathers excess loose items to center.
Any items that don't fit in the player's inventory will gather
to the center of the raked area, so they can combine and pile
together for easier pickup later.
2019-10-30 07:59:36 -04:00
Aaron Suen
9dee17440e Cannot write on more surfaces.
Don't allow writing on surfaces of nodes that can transmit
light, which includes:
- Glass, which is too slick.
- Non-solids like frames, shelves, totes, which aren't flat enough.
2019-10-30 07:32:25 -04:00