Age | Commit message (Collapse) | Author |
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Use minetest.override_item to redefine mese
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Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
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switch
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improvement for large
circuits.
This also fixes a crash introduced with the previous commit that occured when placing a wire
crossing.
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flexibility and because it was never inteded to be OOP in the first
place.
mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!
Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
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This may also bring some performance benefit.
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wires 2 nodes below them, allows to hide circuitry powered by them.
Fixes #179
Rewrite pressure plates + vertical wires using mesecon.register_node.
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large machines.
It also makes the wires.lua code easier to understand and more
maintainable. In case any other mod depends on
mesecon:update_autoconnect, please update it to use
mesecon.update_autoconnect. This should also fix some other minor bugs.
Please report bugs if this commit creates new ones.
This commit changes wire looks and removes some unneccesary textures.
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In case this fix creates new bugs, please report them.
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Just some minor issues like dead code.
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Changes:
* Stops code after a certain number of instructions.
* Allows functions, due to instruction counting.
* Allows loops and goto with non-JIT Lua (LuaJIT doesn't count looping as an instruction, allowing infinite loops), due to instruction counting.
* Removes string matching functions as they can be slow.
* Adds some safe functions.
* Limits the amount of printing that can be done (to prevent console flooding).
* Code cleanup.
* More...
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using two ABMs allows the engine to desynchronize them, which makes the
duty cycle unpredictable.
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Fix the commandblock's check for quiting the formspec
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specific nodename (or any node except air) in front of it.
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The submit button also sends a quit field.
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This is not exactly a fix for the issue, because extremely
large circuits (3000+ conductors) still won't work with this applied.
This simply aborts any execution if there is the danger of a stack overflow.
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Some mesecon wires (the turned-on nodes) that were
not_in_creative_inventory and should never appear in an actual inventory
were also mesecon_conductor_craftable. This is liable to make a craft
guide show them as potential ingredients, due to the use of the group
in recipes.
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The handling of the "quit" pseudo-field meant that the microcontroller
couldn't be programmed with explicit code, only with the examples.
The "quit" can actually be ignored: what matters for programming the
controller is whether the "code" field was supplied.
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more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
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when powering off the delayer faster than the delay time.
Actually, delayers should have never worked since the ActionQueue update as
they always used the default rules for their output, which is obviously nonsense.
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code more readable
with comments. Also fixes a bug of lua- / microcontrollers not being updated when pushed by a
piston.
This could cause some bugs, even though I haven't found any while testing as it is a very core part of mesecons.
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Use a textarea for the commandblock to accept multiple commands
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Fix a few bugs that caused effectors not to turn off sometimes
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Why did we actually put the update action in a queue again? Whatever issue it that was for, I couldn't reproduce it.
Propably the ActionQueue fixed that...?
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so that it will keep working when restarting the server
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https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
mesecons_luacontroller/init.lua
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Add timer() function/event (node timer based) to luacontroller
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This adds a timer(<seconds>) function, which causes an event of type
"timer" to be fired after that many seconds has elapsed.
Because it's node timer based, it works properly across server restarts
and block unloading. Thus, simplest example, a blinky plant replacement
with a 10 second period:
if event.type == "program" then
timer(10)
elseif event.type == "timer" then
port.a = not port.a
timer(10)
end
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Handle luacontroller formspec events correctly
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Example of problem fixed by this: Edit lua code, press Execute. Now
(execute button has focus), hold down a key. Zillions of "program"
events are generated.
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In the same way as for port settings, this queues up digiline messages
sent during the luacontroller's execution, and sends them afterwards.
This solves many problems, but one example:
1. Send a message, and receive a reply from another device.
2. While handling the reply event (effectively a nested invocation
on the same luacontroller) make a change to memory
3. Notice that the memory change has no effect, because after
completion of the reply handling, it stores the memory, but then
the original invocation completes and overwrites it with it's
own earlier copy of the same memory.
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Add missing string.upper to luacontroller
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This introduces the ActionQueue, a new kind of MESECONS_GLOBALSTEP.
Circuits using delayers will now resume when restarting the server.
Also, large circuits should automatically resume if parts of them are
in unloaded chunks.
Old circuits e.g. using gates will not resume when mesecons is updated,
which means you have to restart them once. But after that, it should work
just like it used to.
This will fix a lot of stuff but may also introduce some new bugs.
So please report them!
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Fix gates with serverstep code.
Let's give that a try.
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