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ISSUES: Bugs, Cleanup and Refinements
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- Grass growing ABM needs rethunk.

- Healing mechanic sucks.  Try using euclidian distance, raising base
  rate, tweaking weightings.	

- API Cleanup
	- Guard minetest, nodecore, etc. against : calls instead of . calls.
	- Utils
		- Box mueller and exporand
	- Break up the nc_api monstrosity.
		- nc_api_base to create _G.nodecore and include for all.
		- nc_api metamod that just depends on ALL other api's.
		- nc_all metamod for 3rd party mod authors...?
	- Soaking API for time-integrated processes.
		- Tree growth
	- Heat API
		- Unified heating/cooling number from env.
		- Proper API for burning up items
			- on_burn?  burns_to?
		- Unify heat transformations into recipe system with
		  cooking recipes?
	- Unify nc_items and visinv API.
		- Stack nodes are "special", get first-class support.

- New content needs hints!

- Separate punch and tool HUDs?
	- Use waypoints for punches?
	- Use 2 text lines above/below?
	- Mini API for ttl huds?

- Change falling_node logic esp for leaves?
	- Register with falling_no_clobber or something?
	- Instead of knocking out node as item, add to pile.

- Change how items are given to player.
	- Prefer current selected slot if empty.
	- Create a new API.
	- Audit code for add_items (e.g. in stack_giveto)
	- Builtin handle_node_drops and item_entity:on_punch
	- Change sneak-dig behavior?  Deprecate?
		- Clean up Player's Guide.

- Tool level differences.
	- Advanced tools are NOT just the same as regular tools with
	  certain buffs.
	- Higher-tier tools skip dig phases.
		- Fast-forward throug certain steps, e.g. raw -> loose?
		- Skip later stages, e.g. "silk touch" effect?
	- Offer combined high-tier tools, e.g. mattock = cracky + crumbly?
	- Tool API cleanup
		- Separate durability, speed, effects?

- Wield view broken in MP.
	- Players sometimes see ents as unattached, depending on
	  who joined when.
	- Regenerating ents may fix for other players, but then
	  BREAKS F7 view, because players only see ents in F7 view
	  that exist at the time of change, not new ones.
	- Appears to be known engine issue on GitHub.
	- Lone_Wolf is working on a player model update with texturable
	  wield surfaces, BUT it would require having a model_image
	  for every node, some complex.  

- Update core docs.
	- README
		- Convert to markdown?
		- Elevator pitch
			- Immersive, no GUIs, original gameplay
		- Major features
			- No in-game GUIs (including inventory screen)
			- Items as nodes (no decay)
			- Multi-stage digging
			- Craft in-world
			- Pummel
			- Eggcorns!
			- Falling embers
			- Design your own furnace
			- Angle of repose
			- Portable containers
			- Optical digital logic
		- Installation guide?
			- Singleplayer on android
	- CONTRIBUTING
		- Coverage for non-repo items
			- Screenshots, videos/links, for publicity

- Code Quality.
	- Finish setting up LuaCheck, audit code.
	- Scripts to validate dependency graph.
		- Tag deps directly in code at place of use.
		- Auto-generate mod.conf / depends.txt
	- Scripts for automatic metapackage mods?
	- Git hooks (and git hook setup scripts)?
	
- MT 0.4 Support Sunsetting.
	- Remove references to nodecore.mt_old
	- remove nc_player_model_old.b3d

- Tree farming.
	- Make eggcorns non-plantlike (place-as-item)
	- Show sprout/sapling above eggcorn_planted to show
	  progress over time.
	- Switch to soaking API (above)  

- Loose node cleanup.
	- Leaves settle into grass as podzol?  Composting/decay?
	- Dirt/sand/etc should self-compact if buried or over time.

- Hint system updates.
	- Need a "witness" system for spontaneous in-world processes,
	  such as tree growth or lode cooling.  Credit players within
	  a certain distance and line-of-sight.  
	- Use recipes for hint guide instead of just items in hand.
	- Feedback/issues URL?
		- Look for new URL buttons in 5.0+

- Social features
	- Randomize player appearance/colors.
		- Shirt/pants, possibly w/ stripes/patterns
		- Skin color, hair color, eye color?
	- Server player lists...?
	- Track server lag in metadata?

- Make neighbor/distance calcs consistent.
	- We're using scan_flood in some places, face checks in others,
	  and find_nodes_in_area (cuboid) in others.
	- Diamond shape would be most consistent.
	- Should require face touching, not diagonal.

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