- Unify logic for expanding nodenames/itemnames lists into indexes
of matching names, and comparing item names/defs to lists,
with group expansion and deferral.
- Add "autostart" option to DNTs which registers construction traps
and a patrol ABM automatically, use for some things that are a
good match.
- Note that some things are doing more complex logic in ABMs, such
as determining if a node is eligible, or custom timing logic;
leave these as-is for now.
The game was designed with this appearance in mind, especially the
appearance of float glass, and having this turned off can have a
major impact on the aesthetics and even function (accessibility)
of builds.
The ability to enable/disable connected glass is of unproven value
even to lower-end systems, as most of the additional work is in
the background mesh-building thread, and by now the game is complex
enough that other factors completely overpower the impact this has
on performance.
Forcing this mitigates the risk that players who have connected
glass turned off will not experience the proper results of using
float glass, and that their builds will appear very different for
other players.
- New fluid wandering API, mostly unified logic, only needs
some parameters, plus the "generation check".
- More sophisticated behavior seeking down-slopes beyond simple
immediate flowing node reach ("subtle slope" detection).
- More reliable timing using DNTs.
- Set firm movement rate of concrete, molten glass.
- Reduce molten glass generations, since it can now be more
reliably directed.
- Separate touchtips into in-world looktips vs
wieldtips for inventory.
- Automatically raycast and show tips for
anything we're looking at.
- Looktips don't work in full darkness, punch
to activate a temporary touchtip for it, or
use synesthesia lighting.
- nodecore.show_touchtip API stubbed out
(used in yctiwy).
TODO:
- Need to rework hint discovery to use raycast
instead of just punching
- Crosshair hidden when !interact
- Fade out crosshair when not pointing
- Makes crosshair HUD-scalable (not sure if
this is definitely good or bad yet)
- Forces crosshair appearance on mobile to
match desktop
Since the crosshair position is already used in
gameplay i.e. for item dropping on mobile, it's
important that mobile have consistent access
to it compared to desktop.
Also, mobile's lack of crosshair was one of the
main blockers to having look-tips instead of
touch-tips, so forcing a crosshair opens that
up again. Forcing punch interactions to see
anything causes issues with ember/pumwater
where punching hurts.
A crosshair would also be necessary for
star navigation assistance tools.
Handle single player as a special case and use the
default, un-colorized skin. This should also make
it easier for people to change the SP skin without
having to interact with the colorization system.
Apparently "rounding error" margin for the bounding box for feet
was too large for MT to detect player's feet on the ground.
Shrink it to a very small amount that should be large enough not
to be lost in rounding error but small enough to allow footstep
sounds.
Apparently an object having had automatic
rotate set in properties in the past will cause its
rotation to retain some unknowable offset,
presumably calculated client-side and not
matching the ent's yaw. Entity replacement
(i.e. backing out reuse) is the simplest fix and
the transient one-time flicker is better than
losing the stack fullness indicator from yaw.
Soaking recipe fails will result in a lot of clearing
of old soaking values out of node meta, which is
very slow in the common case of e.g. dirt that's
not near water and thus should not be soaking in
the first place.
Skip node meta writes if the node meta already
contains the correct data, by doing a cached read
and check before writing, instead of blindly
writing.
This speeds up performance of soaking API by
quite a lot, especially in the more or less
pathological case of soaking dirt to sand, which
involves clearing the metadata from thousands
of nodes each run. Knowing that the nodes
had already had their metadata cleared is
very helpful.
- This nudges the player upward a bit and gets the
feet of the model out of the ground.
- This also compensates for a rounding issue that
causes players to be detected as stuck in the
node below their feet instead of the space above
it. The old workaround worked for pushout but
didn't help with mods like ziprunes.
Apparently metarefs are cached somehow such that
values written to them are not returned from subsequent
reads. Must be an engine bug, but it's probably not
worth trying to fix it at this point. Some startup jank
is apparently inevitable anyway, and a 2 second cooldown
time is not easily exploitable by restarting the world.
These cause some issues, like the ability to soak
dirt under water for a short time to initialize the
soaking metadata, then remove the water flow,
then add it in and have leaching complete instantly
because the neighbor check prevented the soaking
ABM from firing to detect that the water was
removed.
In the course of investigating why ABMs are so slow
to begin with, it was discovered that having neighbor
checks can slow an ABM down by a factor of something
like 7x, so clearly the assumption that the neigbor check
being done in C++ as "efficient" was false. This means
that we may be better off just always firing the ABM and
letting Lua check only a couple of relevant nodes (e.g.
for water flows in the space above) instead for
performance.
The main performance concern was dirt leaching, since
dirt generates naturally in the world in bulk, but if the
single check for water above may be faster than checking
all 26 neighbors in C++ anyway, we might as well let the
soaking API run for it so that it can detect the water having
been removed and reset the counters.
- Run all settings through a common API.
- Use modname prefix consistently for setting
keys instead of "nodecore".
- Add automatic dumping of settingtypes.txt
metadata for maintenance.
- Include initial settingtypes.txt for game for
main menu use.
- Remove per-recipe tuning for pummel recipes,
as there were way too many of those to be
possibly useful and it was clogging up the
settings menu. Use tool rate adjustments to
control it instead.
- Remove vestigial enable_damage setting.
The corresponding engine feature has been merged and will become
available in MT 5.5+, and the corresponding NodeCore code already
detects whether it's available or not and falls back gracefully
for existing releases.
https://github.com/minetest/minetest/pull/11405#event-5000287764
Items placed on top of a spinning horizontal door are
supposed to be flung outward preferentially and only
stay near the hub if held back by a wall. Rewriting the
door conveyance logic apparently switched this.
Try to make sure doors don't have to wait arbitrarily long
for a patrol ABM to fire if their DNT was lost and they're
part of a stable circuit. This seems to have caused some
sponge squeezers in particularly busy areas to stop for a
while when first loaded sometimes, which can interrupt
the water flow they provide, which can lead to a fire
hazard.
If an item was settling too far away from where the item ent
landed, e.g. if pushed out by other settling items at the same
place, then it was using entity position to get visinv data
instead of node position.
Inform visinv ents of their actual node position instead of relying
on the object being reasonably close and rounding. This fixes
multiple potential issues with visinv entity display and allows
these entities to be displaced arbitrarily far from their home
node and still function.