Apparently we will be required to enable
use_texture_alpha explicitly for anything using
any level of transparency, not just alpha
blending, in some future version.
- Hammer bar onto end of bar to make rod,
instead of pile of 2 bars "shapelessly". This
opens up the possibility of hammering lode
things against each other in a particular
direction/shape for future crafts.
- Make lode rod chopping recycling (i.e.
breaking things into multiple parts, not just
reshaping a bar into a prill) require heated
lode, consistent with the block recycling
recipe.
This allows custom hint logic, e.g. for recipes like
in nc_skyrealm that are only applicable based on
location.
Name passing should work even when the player is
offline.
Under pathological circumstances such as players
getting stuck near mapgen_limit, we don't want them getting stuck outside the bounds and then
pushed up past the ceiling. Instead always try to
bias the push toward the origin, under the
assumption that some place near there should
be safe.
For some reason pos_to_string gives us correct
behavior, but hash_node_position does not, even
though we check to make sure that nodes are
properly rounded so non-integer issues should not
apply here.
Just realized that this breaks certain custom skins,
like WintersKnight's prosthetic arm. The
performance improvement from culling a handful of
polygons is really nothing compared to the loss of
unique use of transparency in texture art.
Bypass all group checks, dig literally any node, and try to put
the result in player inventory. Note that this may effectively
DESTROY certain delicate features like the Dais Ex Machina core,
but it can be used to fix virtually any kind of unbreakable node
mess created in a world.
I used to do this by just starting a LAN game
and logging in multiple accounts, but not only
is this inconvenient, but the poses don't match
on each screenshot either.
Allow the built-in teleport command to be used
with standard NodeCore rules, i.e. players
can move freely, but items cannot. Players
travelling by use of this command need a
special priv to keep inventory.
This effectively "debounces" the controls for
waving and mining anims, so players who
are just doing quick punches like for pummel
will still animate visibly for other players
instead of just a "flickering" of the action.