Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2017-10-17 | rename new_flow_logic subdirectory to a less ambiguous name | thetaepsilon-gamedev | |
The "new flow logic" name was supposed to indicate that it was a continuation of the old branch by the same name, but it is beginning to become clear that it's not "new" any more and it might lead to confusion with "classic mode" flow logic while that still co-exists. Explicitly name the subdirectory "pressure logic" to give a better idea of what goes in it, init.lua edited accordingly. |