354 Commits

Author SHA1 Message Date
Aaron Suen
cb78b5a334 Got immediate triggering working. 2019-03-07 01:40:26 -05:00
Aaron Suen
94082bc86a Prism and full logic basically working.
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.
2019-03-07 00:58:37 -05:00
Aaron Suen
e68693c062 Optic API works, lens basically works. 2019-03-07 00:35:27 -05:00
Aaron Suen
8c2bc87748 Merge branch 'master' into optics 2019-03-06 23:13:14 -05:00
Aaron Suen
b012fd2356 Change item "desperate" placement logic.
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.
2019-03-06 22:07:18 -05:00
Aaron Suen
0603683626 Typo. 2019-03-06 21:54:52 -05:00
Aaron Suen
611733d7d8 Naming refinements. 2019-03-06 21:52:53 -05:00
Aaron Suen
e6cbc33e1c More reasonable positioning on non-pathological screens. 2019-03-06 14:00:35 -05:00
Aaron Suen
3be4f221ff Completely different approach to the item name tip thing.
Can't get HUDs to align right on high-DPI/android at all.  Give up
on the combination breath/wield bar, switch back to a much earlier
version of the code for that.

For wield names, add a new tooltip to the center of the screen, and
show it transiently so that it doesn't disrupt all gameplay.

As a bonus, this is also a logical place to put a "what am I
touching" display, so hook this up for punching.  Now you can
tell what you're touching even when you can't dig it.  This is
like a WAILA mod, but doesn't require tracing.
2019-03-06 13:50:54 -05:00
Aaron Suen
8e1c845611 Fix unknown item support. 2019-03-06 11:16:43 -05:00
Aaron Suen
23a1a7b5da Expand font to full USA 101-key keyboard support. 2019-03-06 11:02:37 -05:00
Aaron Suen
db0f5895b6 Attempt to work around HUD issues by using image HUD.
On android (and possibly other very high DPI displays) the position
of the HUD is calculated incorrectly for text HUDs.  According to
rubenwardy, "the HUD sucks", so it seems unlikely that this will
get fixed soon.  Switch to using a sequence of image HUDs and a
bitmap font to render the hotbar text.  This is currently limited,
but expandable.
2019-03-06 10:07:09 -05:00
Aaron Suen
e75a9c5fd5 Merge branch 'master' into optics 2019-03-06 00:49:39 -05:00
Aaron Suen
c5cc5e6b9e Document engine bugs. 2019-03-06 00:49:09 -05:00
Aaron Suen
ac322cf4fd Revert changes from last 2 commits.
They seemed to have no effect at all on android issue.
Conclusion: this is probably an engine bug, especially since I
can't get it to misbehave at all on low-DPI desktop.
2019-03-06 00:18:52 -05:00
Aaron Suen
2b9ff67ee1 Plan. 2019-03-06 00:11:11 -05:00
Aaron Suen
d839ebced0 Make wield hud grow upwards instead of downwards under gui scaling. 2019-03-06 00:04:06 -05:00
Aaron Suen
4b92240350 Does this affect alignment issue on android? 2019-03-05 23:54:15 -05:00
Aaron Suen
76b74ae465 Merge branch 'master' into optics 2019-03-05 23:18:38 -05:00
Aaron Suen
7cc662a854 No, simplify: just always allow a bump-up by 1. 2019-03-05 23:18:09 -05:00
Aaron Suen
21137f0465 Allow "bump-up" for stack placement inside walkables.
Observed items falling among stacks and getting ejected out to the
sides instead of stacking above.
2019-03-05 23:11:29 -05:00
Aaron Suen
3bb18e195e A little refactoring... 2019-03-05 23:05:56 -05:00
Aaron Suen
d886f8cfc2 Typo. 2019-03-05 21:27:18 -05:00
Aaron Suen
47fc0a958c Fix. 2019-03-05 20:57:51 -05:00
Aaron Suen
81aac617a4 Fix item duplication bug. 2019-03-05 20:55:22 -05:00
Aaron Suen
0c293f58e9 Merge branch 'master' into optics 2019-03-05 20:31:14 -05:00
Aaron Suen
4d099c8aa6 Tweak text outline shape. 2019-03-05 20:28:06 -05:00
Aaron Suen
d50a3fdd6b Try to fix breath/wield HUD for issue reported by Lone_Wolf.
Try to create HUDs in the correct initial state instead of
creating empty and trying to change on the very next tick, which
could lead to HUDs arriving out of order and desyncing.
2019-03-05 20:25:12 -05:00
Aaron Suen
6822097725 Merge branch 'master' into optics 2019-03-05 19:22:44 -05:00
Aaron Suen
3b08a8ee9a Documentation updates, new player guide interface.
Also restructured the player_inv/player_setup thing AGAIN.
Now setup is all rules and inv is all interface.
2019-03-05 19:20:38 -05:00
Aaron Suen
b10cdfaa7d Fixed. 2019-03-04 23:52:15 -05:00
Aaron Suen
15805fee3a Typo. 2019-03-04 23:51:04 -05:00
Aaron Suen
42466f557c Oops, of course, I left debug code in. 2019-03-04 23:50:33 -05:00
Aaron Suen
0d23186747 Start getting into nitty-gritty optical transmission protocol.
This is going to be a lot like sz_rotary from sztest, and one of
the more complex things to implement.
2019-03-04 23:49:16 -05:00
Aaron Suen
0e679c1bc7 Unused copy. 2019-03-04 22:22:21 -05:00
Aaron Suen
fdd92f3452 Start work on optics system, define nodes and basic appearance. 2019-03-04 22:11:09 -05:00
Aaron Suen
3a299e712f Some minor API cleanup (celebrating 5.0 release). 2019-03-04 19:33:55 -05:00
Aaron Suen
9815a699d3 Heavy wield text outline, readable on any background. 2019-03-04 01:06:36 -05:00
Aaron Suen
2231d1dffe Add wield description HUD.
Swap it out with the breath bar, since the breath bar won't be
displaying most of the time, so we can afford to not read what an
item is until we come up for air to look at it.

Also, "eggcorn" is a single word.
2019-03-04 00:52:21 -05:00
Aaron Suen
7f123aea91 Goodbye, last GUI!
- Inventory screen is now no longer game-interactive, and serves
  as purely an "about" screen.
- Move the HUD components out of inv mod and into hud mod.
- Separate player setup mod for static physical limitations like
  step height, inv size, etc.
2019-03-03 16:53:12 -05:00
Aaron Suen
a6b454b1a3 Fix items being deleted on sneak-dig.
Cannot change the wielded item because this is overwritten between
getting and handling node drops, so we can only sneak items into
the other slots.
2019-03-03 16:46:30 -05:00
Aaron Suen
3ef32c0206 Sneak-digging an item stack prefers keeping the stack separate.
This is allows you to split a stack by throwing individual items
with sneak-drop, letting them settle into a single stack, and
then sneak-digging the stack to keep it separate in your inventory.

This makes it possible to split stacks into arbitrary quantities
without having to use the inventory GUI.
2019-03-03 16:22:02 -05:00
Aaron Suen
41f7b71fbf Still more damn wieldview issues.
This has got to be an engine problem by now.
2019-03-03 12:32:07 -05:00
Aaron Suen
bc0c2728d5 Fix wield item size regression. 2019-03-03 12:15:38 -05:00
Aaron Suen
7b23dc150c Reminders for sunsetting 0.4. 2019-03-03 12:09:40 -05:00
Aaron Suen
3bef72b665 Unify detecting old version of MT. 2019-03-03 12:08:47 -05:00
Aaron Suen
9951114b7f No need to duplicate (almost) this table... 2019-03-03 12:04:57 -05:00
Aaron Suen
a3c02afb5c Another wield view restructuring.
- Simplify queue handling, FIFO retry for ents not created due
  to world not loaded.
- Make ents responsible for own attachment, to reduce the chance
  of non-attachment due to out-of-order replication.
- Unify config object passed to ents, allowing ents to self-manage
  more.
2019-03-03 12:02:57 -05:00
Aaron Suen
04e494d9e5 Document issues with documentation. 2019-03-03 11:37:21 -05:00
Aaron Suen
94fb7508a5 Fix license error. 2019-03-03 11:34:33 -05:00