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BUGS:

  • looking at an unknown crashes game
  • placing slabs is a bit funky mainly when holding shift (alternative placement)

TODO:

  • when a player starts to dig or punch remove the preview for a sec
  • (this may be of use) core.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks, orient_flags, prevent_after_place])
  • just rewrite the entire mod... I need to get rid of GO-TO
  • (forcing a snap maybe not the best way) corner should snap... ? may be a bit more complicated
    • if looking at the side of another stair it should for a corner.(snap)
    • should take into account if top or bottom
  • #bug (what is bro talking about???) not connecting when there is a node within it
  • do something with the preview when when the player has not placed anything for a while
    • maybe hide it if looking at an entity
    • shrink it?
    • its a bit odd to have the preview all the time
  • in-between stairs, add support to preview it
  • #bug when looking at a slab.. it should not set corner to inner

NOTS SURE IF THIS APPLIES

  • #bug (fixed?) MCL chest kinda break when placed with this mod (maybe just disable the "preview" of them)

  • change the "calculations"... their may be some helper functions that can make this better

  • (what?) take into account the player's hand

  • [.] figure out how to do placement for inner/outer corner stairs

    • inner stairs
  • setup some type of api for mod devs

  • add ingame cmd for players to edit what orientation behavior a node should have()

  • NOTE Why is it by default only work for stairs and slabs? well, because constantly seeing a preview is kinda annoying specially when this games lets you have building items in your hotbar

  • the oneplace should only function when its stairs or slabs

  • example its rotating torches

  • made the visual possibly animate

  • remove object when the world end

  • set for multiplayer

  • maybe make it so slabs can become walls.. hold shift?

  • (what?) hold sneak to place as wall

  • on place, is not respecting the preview position!!

  • player has unlimited full nodes

  • (made it glow instead) figure out if i can make it slightly transparent

  • add command to enable and disable the feature

  • (getting there, logs not being placed right) get correct placement preview depending on paramtyp2

  • use the same horizontal rotatoin that ive been using.. if if point under Y level [x,z] are equal then place facing up/down..

  • otherwise point to sides

  • can use that same logic for wallmounted

  • upside down stair are not the right texture orientation

  • ignore nodes with buildable tag

  • add support for type wallmounted

  • (kinda just works with voxelibre..) combine slabs?? to full node, if the placed node is the same type show a preview in the same location but with the preview being flipped

  • export function to enable and disable feature

  • add an option to enable and disable preview of non- stairs/slab nodes (default=disabled)

  • add support for doors

  • (done with facedir) instead of checking a nodes names check for facedir and 4dir

  • (smooth toggle) options to snap to pos node or glide [set_pos or move_to]

  • (maybe?) (mcl lily pads, should show preview on top of water)

  • (yea no thanks) mcl lantern not in correct orientation

  • (mcl may cause problems) let all nodes be able to do full rotations onless specified.. (reason mcl dispenser.. etc.)

  • (YES to this) a good amount of node's orientation should be similar to chests/invs types

  • DOTHIS(bro i did it though, trust) facedir will act like logs or nodes with invs. for orientation difference check if the node includes "stair" in name

  • add arch also be stair support

  • upper slab, when holding shift it goes to the wrong orientation, it shows up on the bottom, when it should be at the same level as the top

  • (currently they can only do 90)

  • stair corners need to be able to do a full 180. add support for stairs to do a full 180

  • could also manage converting normal stairs to conrer stairs depending on when is around

  • do something like how im doing with the slabs(holding sneak)

  • ok if looking above a certain amount and also holding shift.. do a 180

  • pretty sure pp broke door placement

  • workbench rotations

  • (making slabs that much better to place) slabs should only show the full preview only if pointed at the face within the node's position

  • holding shift while points at an upper set of slabs.. it will visually show the right placement, but on place it will place lower

  • [.] (is it fixed?) pumpkin placement is not correct

  • preview doors

  • (default_cobble.png) remove mtg dependency

  • stairs/slabs only setting causes crash

  • #bug mcl daylight-sensor,and carpets looking goofy

  • #bug need to ignore the player's own hitbox. gets in the way when trying to "preview" placement below the player.

  • #bug look position is not alawys where it should be.. if they intersection is too close it will miss the node git the next.

  • #bug (ill just get an api going) mcl whatever the player head node is.. it needs to preview to the players rotatoin

  • #bug running /clearobjects causes crash

  • actually save the player's settings

  • maybe holding shift should "lock" the rotation to normal

  • maybe switch placement orientation to depend on what block face they its being placed on

  • IDEA option "sneak to preview"

  • distance should be up to the player's reach

DONE:

  • corner stair placed/previewed when looking at the side of a corner stair
  • connected stairs, prevent override if variant does not exist
  • add toggle for pulse animation
  • (turns out there are no inner/outer variant for this) add support for more outer stair preview (example: pine wood does not work)