- Original texture by WintersKnight94.
- Node definitions and recipes adapted from original.
- Added some hooks in a few other places to make new
recipes work.
- Chip smooth stone with a lode pick or better to make brick.
- Bricks fall but don't repose.
- Apply mortar (wet aggregate) to bond stone bricks
- Bonded bricks can be moved but don't fall anymore.
- Storeboxes are now scalable.
- Standardize touch-hurt operation.
- Touch-hurt damage on scaling.
- Now possible to alter scaling time via scaling_time
group (percent of original scaling time)
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...
This reverts commit 4a13733e68903904e088fe21d86dec6d927ee7d8.
While I'm still not happy with the desciptions, we probably need
some sensible way to talk about these in chat, wikis, etc.
This always felt kinda redundant and the names
themselves never seemed all that great.
For Lux Burns in particular, I'd rather the radiation
symbol speak for itself.
Alpha blending is apparently broken for
upright_sprite as of the latest v5.2-dev.
Use a simpler, more solid texture for
empty bandolier slots that looks a bit
more reminiscent of a stitched-on pocket
but still abstract.
Just hide selected slot altogether instead
of showing an alternate "selected slot"
texture.
Trying to make it so that the map lower bound
(via mapgen_limit) is solid to all built-in objects.
Before, entities would fall into this space, remain
until unloaded, and then be destroyed.
Falling nodes appear to work correctly.
Item ents still don't settle.
Instead of checking only in the center below an entity,
check a random x/z offset below its bounding box, so
an ent that's stuck on an edge will eventually detect
the blocking node below that edge and settle.