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           -----===== PUBLIC CONTRIBUTION WISHLIST =====-----
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Remember, check out the CONTRIBUTING file for guidelines on contributing
to the project!

- Testing and bug reports!

- Translations:
	- NodeCore is running Weblate:
		https://nodecore.mine.nu/trans/projects/nodecore/core/
	- Contact the NodeCore Developer(s) to get an account if you
	  want to contribute translations.

- Help (PRs and/or advocacy) with Minetest engine issues:
	- #9934: This bug is causing us to maintain a workaround in
	  NodeCore which is fragile and keeps breaking, leading to
	  significant network load for some clients.
	- #9377: This causes some annoyances when handling lux tools,
	  and makes a certain mechanic blatant when it's intended to be
	  subtle.
	- #7245: This is blocking making navigation challenges and
	  distinguishing nodes with similar appearance into gameplay
	  elements.  Current open PR is #9315.
	- #7876: Causes a damage flash when a new player joins, or a
	  player from before 2020-02-19 when max HP was changed.
	- TBD: It would be nice to be able to make the player neutrally
	  buoyant (disable slow downward drift) in water/liquids.  This
	  probably needs to be supported explicitly by the MT client.
	- TBD: Bone attachment axes invert if there is any animation on
	  that bone/axis.  This is blocking the visible inventory
	  feature. (MTG #2547, but it's probably an engine bug)
	- #8952: This causes hidden bases and other items to be visible
	  through walls when ent/player transfer distance is high; when
	  low, instead it causes players/ents to be invisible even when
	  terrain is loaded and visible, causing distant player activity
	  to look like poltergeists.
	- #9912: Engine should provide a standard way to make digparticles
	  that doesn't depend on using [combine and knowing exact source
	  texture size (breaks texturepacks).
	- #6963: If this is implemented, we may have a more efficient
	  way to handle "visinv" nodes, i.e. stacks, storage boxes,
	  and other container nodes.

- Help maintaining the hint system.
	- Development of hints often lags behind development of new
	  features, sometimes significantly.
	- Hint organization and content is subject to improvement.

- Improved versions of any art assets (sounds, textures, models).
	- A custom skybox, preferably that looks good at limited
	  resolution.
	- All textures for base inclusion should be 16x (keep
	  high-def textures to texture packs).  Note that textures
	  larger than 16x are allowed (and already used) in the game
	  for textures that "spill over" into neighoring spaces, but
	  the spatial resolution of 16 pixels per node is maintained.
	- It must be practical to maintain a consistent style for
	  other assets, including future related ones, or the content
	  being reworked should be mature and stable, independent of
	  other content areas, and the new textures should mesh
	  reasonably well with the existing style.
	- Alternatively, publish your mods, texturepacks, or soundpacks
	  directly to the community, via ContentDB.
	- Replacements for nodeboxes and meshes that render faster (i.e.
	  better FPS preservation when tons of them are around) on most
	  or all systems are wanted.

- Publicity and player content:
	- Help spread NodeCore!  Share your experiences, screenshots,
	  videos and streams!
	- Let the developers know if you have shared something about
	  NodeCore, or would like guidance creating something to share.

- Door animations.
	- These need to be relatively efficient, i.e. not involve
	  a ton of node manipulation or spawning lots of entities.
	  Of particular concern is network packet load on clients.
	- Something using animated entities (which could represent
	  multiple nodes sharing an axis) could work well.
	- Alternatively, a reasonable particle effect?  Something
	  abstract is fine too, as long as it conveys a sense of
	  movement to help players visualize what's moving and in
	  what direction.

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