cx384

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In my opinion, hardcoded dual wielding is too inflexible. The engine could support all kinds of different hands, and number of hands. Wouldn't it be way better to have a...

> Also, much of this PR concerns itself with how a second hand works for item interactions. A HUD element does not address that. Of course, you would need additional...

I really don't want to continue this discussion here, but also don't want to keep your questions unresponded. So I hope this clarifies things and settles the discussion. > "Multi-handedness"...

It's rebased and ready for review, so it would be nice if someone could review it.

This PR probably also solves #8431 if it wasn't already solved.

Thanks for the review and testing. I will soon make a PR to refactor the builtin HUD code, to generalize `builtin/game/statbars.lua`, such that it can not only handle statusbars. Your...

It is now backwards compatible. I tested it in both directions, so I hope it behaves as intended. (At first, I thought it wouldn't be a big problem for the...

Ok, moved it into `statbars.lua` for now, and made a PR to refactor the builtin HUD code. #14346 Edit: I think the `Action / change needed` label can be removed,...

> Please add a feature flag in `core.features`. Done. > Would it make sense to trigger `on_rightclick` and `on_punch` callbacks for blocking nodes, with pointability in pointed thing? This would...