Age | Commit message (Collapse) | Author | |
---|---|---|---|
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. | |||
2017-10-16 | todo: new flow logic: mark directionality code WIP | thetaepsilon-gamedev | |
2017-10-16 | new flow logic: abms.lua: directional flow logic trace log points for local ↵ | thetaepsilon-gamedev | |
debugging | |||
2017-10-16 | devices.lua: convert pump to use new directional flow class | thetaepsilon-gamedev | |
2017-10-16 | new flow logic: abms.lua: use directional callback function for direcional ↵ | thetaepsilon-gamedev | |
nodes to obtain neighbour list | |||
2017-10-16 | new flow logic: flowable node registry: add directional flow type class | thetaepsilon-gamedev | |
2017-10-16 | new flow logic: abm_register.lua: give core ABM a label | thetaepsilon-gamedev | |
2017-10-16 | Merge pull request #206 from Hawk777/more-tube-parameters | Vanessa Ezekowitz | |
Enhance params to can_remove and remove_item | |||
2017-10-15 | Enhance params to can_remove and remove_item | Christopher Head | |
By passing the list name and the slot index, these functions now receive all data related to removal of an item from an inventory: the side on which the removal is taking place, as well as which stack is being pulled from. This means it’s no longer necessary to choose between implementing `on_metadata_inventory_take` (which tells you which item stack was pulled from but not from which side of the node) or `remove_item` (which tells you which side the filter is on but not which item stack it wants to take). | |||
2017-10-15 | new flow logic: abms.lua: hoist simple flowable neighbour calculation into ↵ | thetaepsilon-gamedev | |
if-block in preparation for directional flowables support | |||
2017-10-15 | todo: new flow logic: spigot/fountainheads to place flowing water on ↵ | thetaepsilon-gamedev | |
turn-off; make decorative gratings do something useful | |||
2017-10-14 | changelog.txt: add entry for node breaker work | thetaepsilon-gamedev | |
2017-10-14 | revise nodebreaker front/business end textures | Vanessa Ezekowitz | |
2017-10-14 | wielder.lua: add LBM to refund mese picks for pre-transition node breakers | thetaepsilon-gamedev | |
2017-10-14 | wielder.lua: can_tool_dig_node(): try falling back to hand if inserted tool ↵ | thetaepsilon-gamedev | |
can't break node | |||
2017-10-14 | wielder.lua: change node breaker recipe to use gear items | thetaepsilon-gamedev | |