Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-02-13 | fix some broken models | Vanessa Ezekowitz | |
two had bad poly coordinates, caused rendering errors in-game one other model was flipped fixes #212 | |||
2017-12-25 | Merge pull request #209 from h-v-smacker/luatube_pin_report | thetaepsilon-gamedev | |
Explicitly report the color of incoming port for items coming through tubes | |||
2017-12-22 | teleport_tube.lua: add checks for hash collisions in positions table | thetaepsilon-gamedev | |
2017-12-22 | teleport_tube.lua: fix 32-bit clamping issues on some systems for %d in ↵ | thetaepsilon-gamedev | |
string.format Some servers running ubuntu in particular were reporting issues with teleport tubes not working. On investigation, all tube entries were colliding as string.format("%d", ...) was returning either -2^31 or 2^31-1 depending on system bit width, causing hash entries to be overwritten. This is possibly related to the use of C sprintf within lua. Fix this by using %g instead to interpret as double without int conversion, with a large enough number of digits such that all possible 2^48 values from minetest.hash_node_position() can be correctly serialised. | |||
2017-12-19 | item_transport.lua: split out determination of next position in go_next() ↵ | thetaepsilon-gamedev | |
into separate function | |||
2017-12-19 | item_transport.lua: read cycle direction at start of go_next() in ↵ | thetaepsilon-gamedev | |
preparation for refactoring | |||
2017-12-19 | item_transport.lua: update return statements in go_next() to include ↵ | thetaepsilon-gamedev | |
multimode parameter | |||
2017-12-19 | item_transport.lua: move tube limit checking before can_go() callback in ↵ | thetaepsilon-gamedev | |
go_next() | |||
2017-12-18 | item_transport.lua: factor out tube overload code into separate function | thetaepsilon-gamedev | |
2017-12-18 | item_transport.lua: initial support in item luaentity for multiple outputs ↵ | thetaepsilon-gamedev | |
and trajectories from go_next() | |||
2017-12-18 | item_transport.lua: read extra multimode parameter from go_next callback | thetaepsilon-gamedev | |
2017-11-30 | Explicitly report the color of incoming port for items in tubes | h-v-smacker | |
2017-11-11 | remove regular pipe inventory image | Vanessa Ezekowitz | |
2017-11-11 | add craft recipe for straight-only pipe | Vanessa Ezekowitz | |
2017-11-04 | pressure logic: detect vertical orientation for horizontal rotating flowables | thetaepsilon-gamedev | |
2017-11-03 | added straight-only pipe | Vanessa Ezekowitz | |
(for situations where one might want to run several closely-spaced parallel pipelines) Also fixed a bug where a pipe "entry panel" would report full of water if a pipe next to it (but not connecting) was also full of water Only tested under "classic" flowing logic mode. | |||
2017-11-03 | clean-up "loaded"/"empty" images | Vanessa Ezekowitz | |
re-UV-map the pipes that use them | |||
2017-11-03 | Fix bad rotation of highpoly "pipe 5" | Vanessa Ezekowitz | |
(X/Z corner with -Y junction) | |||
2017-10-28 | fix bad UV mapping on high poly entry panel | Vanessa Ezekowitz | |
2017-10-28 | flip pump models around (light faced the wrong way) | Vanessa Ezekowitz | |
2017-10-27 | add models and textures for pressure gauge | Vanessa Ezekowitz | |
to be implemented later | |||
2017-10-27 | fix bad n-gon splitting in valve handle | Vanessa Ezekowitz | |
(high-poly model only) | |||
2017-10-27 | treat unknown node obstructing chest lid as solid | Vanessa Ezekowitz | |
fixes #207 | |||
2017-10-27 | Redrew all of the not-low-poly pipe-related models | Vanessa Ezekowitz | |
to higher quality. Way more polys than before, but without a measurable drop in FPS. Also tweaked the textures for the pump and flow sensor, and tweaked the low-poly models for them, so that low-poly models use a different part of the texture for the "light" on the side (allows the higher-poly models to just put a glow there and use a raised dome for the actual light). Also fixed a Z-fighting issue with the grating on the bottom of the pump (both versions) | |||
2017-10-26 | add low-poly mode | Vanessa Ezekowitz | |
to enable, set pipeworks_enable_lowpoly = true in minetest.conf | |||
2017-10-25 | fix smooth shading on valve and flow sensor | Vanessa Ezekowitz | |
2017-10-20 | refactor pressure logic toggle to act as option enum | thetaepsilon-gamedev | |
2017-10-20 | init.lua: update pressure logic mode warning | thetaepsilon-gamedev | |
2017-10-19 | default_settings.lua: line wrap length fixes for pressure logic toggle ↵ | thetaepsilon-gamedev | |
documentation | |||
2017-10-19 | default_settings.lua: document pressure logic settings | thetaepsilon-gamedev | |
2017-10-19 | changelog: add entry for pressure logic directionality work | thetaepsilon-gamedev | |
2017-10-19 | todo: remove item for directionality code | thetaepsilon-gamedev | |
2017-10-19 | devices.lua: convert spigot to single-ended horizontally rotating flowable | thetaepsilon-gamedev | |
2017-10-19 | pressure logic: rewrite callbacks for horizontal rotation flowables to ↵ | thetaepsilon-gamedev | |
support singular and double-ended devices | |||
2017-10-19 | devices.lua: convert entry panel and valve to horizontal rotation flowable class | thetaepsilon-gamedev | |
2017-10-19 | devices.lua: make flow sensor use the horizontally rotating flowable class | thetaepsilon-gamedev | |
2017-10-19 | pressure logic: add horizontally-rotating directional flowable helper | thetaepsilon-gamedev | |
2017-10-19 | pressure logic: abms.lua: fix invocation bug for directionality callback ↵ | thetaepsilon-gamedev | |
accidentally passing origin data to neighbour's directionfn | |||
2017-10-18 | devices.lua: make fountainheads directional using fixed vertical helper | thetaepsilon-gamedev | |
2017-10-18 | pressure logic/flowable node registry: move pump directionality code to ↵ | thetaepsilon-gamedev | |
dedicated fixed vertical helper | |||
2017-10-18 | todo: rename file for new flow logic in line with aacd5ec | thetaepsilon-gamedev | |
2017-10-18 | todo: update item for pressure logic directionality code | thetaepsilon-gamedev | |
2017-10-18 | pressure logic/abms.lua: implement testing of flow direction testing in ↵ | thetaepsilon-gamedev | |
get_neighbour_positions() | |||
2017-10-18 | pressure logic/abms.lua: rename local variables and retain node data in ↵ | thetaepsilon-gamedev | |
connection check for-loop | |||
2017-10-18 | pressure logic: abms.lua: get_neighbour_positions: move calculation of ↵ | thetaepsilon-gamedev | |
absolute world position to neighbour probing for-loop This allows the raw offset to be visible inside that for-loop, which will be needed for calling the directionfn for directional neighbours to determine if they can flow in the given direction. | |||
2017-10-17 | devices.lua: implement directionfn for pump registration | thetaepsilon-gamedev | |
2017-10-17 | pressure logic: flowable node registry: add directionfn to directional ↵ | thetaepsilon-gamedev | |
flowable entries | |||
2017-10-17 | pressure logic: abms.lua: refactor balance_pressure() to move responsiblity ↵ | thetaepsilon-gamedev | |
for checking neighbour flow classes to get_neighbour_positions | |||
2017-10-17 | pressure logic: abms.lua: move neighbour candidates calculation to separate ↵ | thetaepsilon-gamedev | |
function | |||
2017-10-17 | todo: add item for supporting other fluid types | thetaepsilon-gamedev | |