528 Commits

Author SHA1 Message Date
Aaron Suen
d8acafe9cc Switch from line_of_sight to raycast. 2019-04-06 20:31:12 -04:00
Aaron Suen
c43eaa10ec Fix bug that broke falling node hazards. 2019-04-06 20:20:04 -04:00
Aaron Suen
fe727d0145 Social digging/placing sounds.
Normally these play only locally for the client doing the
digging/placing.  Explicitly play them to other nearby clients.
2019-04-06 20:14:04 -04:00
Aaron Suen
68d996e1f3 Begin EOS for MT 0.4.
We actually haven't been testing in 0.4 at all for quite a while
now.  Since this is a standalone base game without complex
interdependency relationships, there isn't really any need to
maintain compat with old versions of the engine.  Players can
upgrade to play; keeping a separate copy just to play on old 0.4
servers is even still an option.

There is some internal cruft that has been building up to support
0.4, and this allows us to purge most of it.  The larger benefit
may come when we're able to remove line_of_sight in favor of the
more efficient raycast (still yet to be done).
2019-04-06 11:21:34 -04:00
Aaron Suen
63db0010fc Update 0.4 sunsetting plan. 2019-04-05 08:03:16 -04:00
Aaron Suen
47ac931f34 Easy targeted stack placement via drop key + raycast.
Attempt to place stack node directly when player is pointing at
a node space, instead of tossing out an item ent.

This makes item organization less tedious in the early game, as
players are manipulating node positions instead of calculating
ent ballistics in their heads when trying to lay out inventories
on the ground, or using naive shelving.

(Note that wooden shelves still have an advantage in how quickly
items can be taken from them).

Items are still tossed as ents if a player is not looking at a
valid place in nodespace, so inventories can still be e.g. thrown
over a cliff or jettisoned in the ocean...
2019-04-05 07:42:48 -04:00
Aaron Suen
431594b1b6 More nuanced ore distribution.
- There is now a thin "background" amount of lode at all depths,
  so you should never dig too large a stata without finding
  anything at all.
- Ore is now not only more plentiful at depth, but also packed
  into denser clusters, so you have to mine for longer before
  finding a huge deposit.
2019-04-04 08:48:55 -04:00
Aaron Suen
d41e208d87 Switched from fire alpha to gentle animation. 2019-04-04 08:26:53 -04:00
Aaron Suen
c39cabf18d Be more conservative about swimming only when there is enough fluid 2019-04-04 02:01:49 -04:00
Aaron Suen
db60a86fc6 Swimming animation code refinements.
- More sophisticated swimming liquid detection, which also handles
  some corner cases a little more smoothly.
- Use the "walk+mine" animation for digging while treading water.
- Clean up anim code and merge speed table with animations.
2019-04-04 01:48:54 -04:00
Aaron Suen
4d53a36345 Merge new swimming animations by LoneWolfHT.
Note that set_local_animations has been removed, to be able to
support these new animations when using local 3rd-person view.
It's expected that this MAY cause 3rd-person view animation
change lag in 3rd-person view when network lag is a problem,
but we don't expect this to be very much trouble in practice...
2019-04-04 01:25:25 -04:00
Aaron Suen
3614068263 Bug fixes, tidier craft excess handling. 2019-04-03 08:10:03 -04:00
Aaron Suen
4b1488ed3f Hints system overhaul.
- 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.
2019-04-03 07:41:27 -04:00
LoneWolfHT
f6d8dad3fa Add swimming animations 2019-04-02 13:47:41 -07:00
Aaron Suen
42f5784c64 Prevent flying via /stuck. 2019-04-02 08:26:24 -04:00
Aaron Suen
fd8ebb78c7 Reduce skin update frequency. 2019-04-02 08:23:09 -04:00
Aaron Suen
be6b5ec8a0 Remove "Cube" from node descriptions.
Consistent with everything else in the world, we assume that "cube"
is the default state for things to be in (this is NodeCore after
all) and only use shape descriptors for things like lumps, prills
and other non-cube versions of things that also exist as cubes.
2019-04-02 08:10:17 -04:00
Aaron Suen
20b489dca5 A little bonus fun content. Could use some future expansion. 2019-04-02 08:08:14 -04:00
Aaron Suen
676a478427 Fix alpha channel. 2019-04-01 19:54:39 -04:00
Aaron Suen
2b048e4ffb Image optimize. 2019-04-01 19:19:17 -04:00
Aaron Suen
de1232c927 Fix crash bug... 2019-04-01 18:27:36 -04:00
Aaron Suen
e906e042fa Automatically fix broken nc_stats data. 2019-04-01 18:16:41 -04:00
Aaron Suen
507f5ae98e Sounds for tools wearing out and breaking. 2019-04-01 00:39:30 -04:00
Aaron Suen
26331ae061 Document issues. 2019-04-01 00:13:57 -04:00
Aaron Suen
cbcabb60f2 Downgrade this bug; we can handle it with a single workaround. 2019-03-31 23:57:31 -04:00
Aaron Suen
ab5f6bcdbb Attempt to work around engine bug 8378.
Hopefully calling minetest.get_node_or_nil() again for all ABM's
will bypass the broken node cache.  We should see warning messages
in the logs if this is the case.
2019-03-31 23:55:05 -04:00
Aaron Suen
d5c0c94c85 Fix coal2 not returning any coal lumps. 2019-03-31 23:51:25 -04:00
Aaron Suen
d34f5ee56a Documentation. 2019-03-31 23:18:56 -04:00
Aaron Suen
468bbba9ca Try using alpha for flames.
Fuel quality is important now, so we want to be able to see the
fuel through the fire.  On the other hand, this may cause fire
to be invisible through water...
2019-03-31 22:21:05 -04:00
Aaron Suen
a22cc73a20 Consistentize ash/charcoal lump/cube naming. 2019-03-31 22:11:29 -04:00
Aaron Suen
9ae3703500 Clear some done stuff. 2019-03-31 21:53:21 -04:00
Aaron Suen
2d4445c976 Tweak flammability, esp of charcoal/ash mixtures. 2019-03-31 21:38:26 -04:00
Aaron Suen
cd5dbc8268 Make collision boxes just a LITTLE bigger for realism. 2019-03-31 21:32:11 -04:00
Aaron Suen
2fe4875e6b Shrink now annoyingly-big collision box.
This is interfering with being able to toss items down chutes
that are purposefully made too small for players to fit.
2019-03-31 21:30:10 -04:00
Aaron Suen
10192c44d2 Break coal/ash apart, reconstitute into pure nodes.
This allows access to top-tier charcoal, for maximum efficiency
burning, plus new lumps of coal/ash as future resources.
2019-03-31 21:18:53 -04:00
Aaron Suen
fbff15e2fe MAJOR fire api/logic rework.
- 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.
2019-03-31 20:54:38 -04:00
Aaron Suen
cc1f7c9dd9 Sparser embers, define nodes. 2019-03-31 19:41:03 -04:00
Aaron Suen
00baac623d New artwork for fire rework. 2019-03-31 19:21:33 -04:00
Aaron Suen
05efab5c58 Lode ore distribution overhaul.
- Don't generate in high terrain above y = 32 at all.
- Increase concentraion through 7 different strata moving downwards
  up until max concentration at y = -4096.  This creates incentives
  for digging deep instead of just staying at surface.
2019-03-31 12:59:09 -04:00
Aaron Suen
2722e7cbc4 Fix logo in screenshot. 2019-03-31 10:26:19 -04:00
Aaron Suen
e22a047dbe Typo. 2019-03-31 09:18:43 -04:00
Aaron Suen
2d16d89812 Experimental cdbrelease hook. 2019-03-31 09:05:33 -04:00
Aaron Suen
bae0c11a41 Fix name hud crash from vestigial code. 2019-03-31 00:10:03 -04:00
Aaron Suen
aa7473377f Fix missing waving leaves shader support. 2019-03-31 00:05:27 -04:00
Aaron Suen
ef1eb45ea5 And, of course, with the debug code I forgot to remove... 2019-03-30 23:05:07 -04:00
Aaron Suen
657b904f51 Yet another screenshot, now with larger item ents. 2019-03-30 22:55:47 -04:00
Aaron Suen
359c625df8 Larger, bolder, easier to see item and stack ents.
This restores an old visual scale from the extremely early days
of NodeCore.  That style was removed to syncrhonize the scale of
stack nodes with item ents.  The syncrhonization can work the
other way, too, though.

This was triggered by wanting to make loose item ents more
visually distinct at a glance from settled stack nodes, by making
loose item ent rotation faster.  Since we were going to change the
properties either way, given that, then we might as well use the
better visual.

Since making stack nodes have a full-size collision hull, it was
distracting having the items inside be so mismatched in scale.
Also, the "pointing around stacks" thing becomes less important
in long-run gameplay with shelves in play, which do not allow
pointing around/through anyway.
2019-03-30 22:07:23 -04:00
Aaron Suen
85f87d1c17 Simplify some selectionboxes significantly. 2019-03-30 21:23:02 -04:00
Aaron Suen
c83e3288d7 stepheight obsoleted by auto-jumping...?
Well, we'll have to see if that works out...
2019-03-29 23:53:27 -04:00
Aaron Suen
00619690e2 Fix bug ejecting virtual items on damage. 2019-03-29 23:43:22 -04:00