Age | Commit message (Collapse) | Author |
|
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.
|
|
Use a textarea for the commandblock to accept multiple commands
|
|
Fix a few bugs that caused effectors not to turn off sometimes
|
|
|
|
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...?
|
|
so that it will keep working when restarting the server
|
|
|
|
https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
mesecons_luacontroller/init.lua
|
|
Add timer() function/event (node timer based) to luacontroller
|
|
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
|
|
Handle luacontroller formspec events correctly
|
|
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.
|
|
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.
|
|
Add missing string.upper to luacontroller
|
|
|
|
|
|
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!
|
|
|
|
Fix gates with serverstep code.
Let's give that a try.
|
|
Action Queue bugfixes by Novatux
|
|
|
|
|
|
|
|
|
|
|
|
This reverts commit 3f76b77001512a7b71a8c81c181f78729c34e0d0.
|
|
|
|
end in unloaded territory
|
|
|
|
|
|
This makes effectors nearer to the source of the action (the receptor) update first.
This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png
Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
|
|
|
|
|
|
|
|
Move textures into their mods
|
|
to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
|
|
|
|
|
|
is evil!)
|
|
Use swap_node instead of add_node when replacing conductors.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
change on_punch to on_rightclick, make disabled blinky plants drop norma...
|
|
|