The old system allocated chunks of PXS on demand. I can't think of a
good reason to do this.
The savegame format changes slightly to not require saving full chunks,
however old savegames will still load fine (invalid PXS within chunks
are moved out during the next Execute() call).
Savegames with a foreground material diff but no background material
diff would not apply the foreground diff at all. As the background
material rarely changes, this broke runtime joining for most scenarios.
Objects will be destroyed after local HitPoints has been reached in damage taken. Objects will explode into little burning bits, just like it is with lorries.
Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
Objects will be incinerated by incendiary material (which before was only possible by using ContactIncinerate).
local MaterialIncinerate = true; - object will burn in lava not from other burning objects.
When ignited, the object will burn for a fixed time (BurnTime property, default is 70 frames) with no detriment to its function.
After that time, the object will change to a 'Burned Object', no longer useful for anything.
All item can now define substitute components like this:
public func GetSubstituteComponent(id component)
{
if (component == Rock) // Rock is in the regular components
return Metal; // Rock can be replaced by Metal, amount is the same
if (component == Wood) // Wood is in the regular components
return [Cloth, Wipf]; // Wood can be replaced by either Cloth or Wipf, amount is the same
}
Many functions in System.ocg have proper documentation, but not next to
the code. When changing these functions, it is easy to forget updating
the docs. Nobody likes outdated documentation!
Linked flag changing now always updates all networks (which is not very
hard on the performance), special treatment for neutral network will be
removed with the next commit.