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2018-03-26Add new `get_look_horizontal()` and `get_look_vertical()` to fake playerThomas--S
See minetest/minetest@fa0bbbf96df17f0d7911274ea85e5c049c20d07b
2018-02-13fix some broken modelsVanessa Ezekowitz
two had bad poly coordinates, caused rendering errors in-game one other model was flipped fixes #212
2017-12-25Merge pull request #209 from h-v-smacker/luatube_pin_reportthetaepsilon-gamedev
Explicitly report the color of incoming port for items coming through tubes
2017-12-22teleport_tube.lua: add checks for hash collisions in positions tablethetaepsilon-gamedev
2017-12-22teleport_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.
2017-12-19item_transport.lua: split out determination of next position in go_next() ↵thetaepsilon-gamedev
into separate function
2017-12-19item_transport.lua: read cycle direction at start of go_next() in ↵thetaepsilon-gamedev
preparation for refactoring
2017-12-19item_transport.lua: update return statements in go_next() to include ↵thetaepsilon-gamedev
multimode parameter
2017-12-19item_transport.lua: move tube limit checking before can_go() callback in ↵thetaepsilon-gamedev
go_next()
2017-12-18item_transport.lua: factor out tube overload code into separate functionthetaepsilon-gamedev
2017-12-18item_transport.lua: initial support in item luaentity for multiple outputs ↵thetaepsilon-gamedev
and trajectories from go_next()
2017-12-18item_transport.lua: read extra multimode parameter from go_next callbackthetaepsilon-gamedev
2017-11-30Explicitly report the color of incoming port for items in tubesh-v-smacker
2017-11-11remove regular pipe inventory imageVanessa Ezekowitz
2017-11-11add craft recipe for straight-only pipeVanessa Ezekowitz
2017-11-04pressure logic: detect vertical orientation for horizontal rotating flowablesthetaepsilon-gamedev
2017-11-03added straight-only pipeVanessa 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.
2017-11-03clean-up "loaded"/"empty" imagesVanessa Ezekowitz
re-UV-map the pipes that use them
2017-11-03Fix bad rotation of highpoly "pipe 5"Vanessa Ezekowitz
(X/Z corner with -Y junction)
2017-10-28fix bad UV mapping on high poly entry panelVanessa Ezekowitz
2017-10-28flip pump models around (light faced the wrong way)Vanessa Ezekowitz
2017-10-27add models and textures for pressure gaugeVanessa Ezekowitz
to be implemented later
2017-10-27fix bad n-gon splitting in valve handleVanessa Ezekowitz
(high-poly model only)
2017-10-27treat unknown node obstructing chest lid as solidVanessa Ezekowitz
fixes #207
2017-10-27Redrew all of the not-low-poly pipe-related modelsVanessa 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)
2017-10-26add low-poly modeVanessa Ezekowitz
to enable, set pipeworks_enable_lowpoly = true in minetest.conf
2017-10-25fix smooth shading on valve and flow sensorVanessa Ezekowitz
2017-10-20refactor pressure logic toggle to act as option enumthetaepsilon-gamedev
2017-10-20init.lua: update pressure logic mode warningthetaepsilon-gamedev
2017-10-19default_settings.lua: line wrap length fixes for pressure logic toggle ↵thetaepsilon-gamedev
documentation
2017-10-19default_settings.lua: document pressure logic settingsthetaepsilon-gamedev
2017-10-19changelog: add entry for pressure logic directionality workthetaepsilon-gamedev
2017-10-19todo: remove item for directionality codethetaepsilon-gamedev
2017-10-19devices.lua: convert spigot to single-ended horizontally rotating flowablethetaepsilon-gamedev
2017-10-19pressure logic: rewrite callbacks for horizontal rotation flowables to ↵thetaepsilon-gamedev
support singular and double-ended devices
2017-10-19devices.lua: convert entry panel and valve to horizontal rotation flowable classthetaepsilon-gamedev
2017-10-19devices.lua: make flow sensor use the horizontally rotating flowable classthetaepsilon-gamedev
2017-10-19pressure logic: add horizontally-rotating directional flowable helperthetaepsilon-gamedev
2017-10-19pressure logic: abms.lua: fix invocation bug for directionality callback ↵thetaepsilon-gamedev
accidentally passing origin data to neighbour's directionfn
2017-10-18devices.lua: make fountainheads directional using fixed vertical helperthetaepsilon-gamedev
2017-10-18pressure logic/flowable node registry: move pump directionality code to ↵thetaepsilon-gamedev
dedicated fixed vertical helper
2017-10-18todo: rename file for new flow logic in line with aacd5ecthetaepsilon-gamedev
2017-10-18todo: update item for pressure logic directionality codethetaepsilon-gamedev
2017-10-18pressure logic/abms.lua: implement testing of flow direction testing in ↵thetaepsilon-gamedev
get_neighbour_positions()
2017-10-18pressure logic/abms.lua: rename local variables and retain node data in ↵thetaepsilon-gamedev
connection check for-loop
2017-10-18pressure 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.
2017-10-17devices.lua: implement directionfn for pump registrationthetaepsilon-gamedev
2017-10-17pressure logic: flowable node registry: add directionfn to directional ↵thetaepsilon-gamedev
flowable entries
2017-10-17pressure logic: abms.lua: refactor balance_pressure() to move responsiblity ↵thetaepsilon-gamedev
for checking neighbour flow classes to get_neighbour_positions
2017-10-17pressure logic: abms.lua: move neighbour candidates calculation to separate ↵thetaepsilon-gamedev
function