Rotation is now fixed, non-moving, and deterministic. This fits
in better with the rest of the visuals in the game being
stationary when in steady-state, i.e. only things actually changing
are actually moving.
Instead of rotation speed indicating a full stack, rotation angle
now does; non-full stacks will always be off significantly from
orthogonal, while full ones will be perfectly square.
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.
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.
Encumbrance is calculated from inventory slots filled (ignoring
count within stacks), compared to health; players can freely carry
the same proportion of slots as their health.
Players who are encumbered lose up to 80% of their walking speed
(i.e. for a full hotbar and no health).
This is another disadvantage for being injured, and an incentive
for players to take care of their health.
- Apply stratification last in shared mapgens, so it can see all
already-placed ores.
- Support stratification for nodes other than plain stone.
- Register lode stone and lode ore for stratification.
- Players heal over time at variable speed, depending on subtle
environmental factors.
- This frees us up to work on the death mechanic, since it's no
longer the only way to restore health and prevent an untimely
death.
- Make node match operate on only one of node or stack, depending
on whether node defers to stack via is_stack_only. This should
hopefully prevent future pummel recipe issues.
- Add new core stack API. Needs to be deployed in a lot of places.
- Start work on system for allowing flammable containers; they
eject their potentially non-flammable contents.
Axes were way too powerful, and apparently even stone axes were
digging trees way too fast. Make this closer to the speed of
digging stone instead of the speed of dirt. Make higher-tier
tools more useful here.