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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
2017-10-17todo: add item for supporting other fluid typesthetaepsilon-gamedev
2017-10-17rename new_flow_logic subdirectory to a less ambiguous namethetaepsilon-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.
2017-10-16todo: new flow logic: mark directionality code WIPthetaepsilon-gamedev
2017-10-16new flow logic: abms.lua: directional flow logic trace log points for local ↵thetaepsilon-gamedev
debugging
2017-10-16devices.lua: convert pump to use new directional flow classthetaepsilon-gamedev
2017-10-16new flow logic: abms.lua: use directional callback function for direcional ↵thetaepsilon-gamedev
nodes to obtain neighbour list
2017-10-16new flow logic: flowable node registry: add directional flow type classthetaepsilon-gamedev
2017-10-16new flow logic: abm_register.lua: give core ABM a labelthetaepsilon-gamedev
2017-10-16Merge pull request #206 from Hawk777/more-tube-parametersVanessa Ezekowitz
Enhance params to can_remove and remove_item
2017-10-15Enhance params to can_remove and remove_itemChristopher 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).
2017-10-15new flow logic: abms.lua: hoist simple flowable neighbour calculation into ↵thetaepsilon-gamedev
if-block in preparation for directional flowables support
2017-10-15todo: new flow logic: spigot/fountainheads to place flowing water on ↵thetaepsilon-gamedev
turn-off; make decorative gratings do something useful
2017-10-14changelog.txt: add entry for node breaker workthetaepsilon-gamedev
2017-10-14revise nodebreaker front/business end texturesVanessa Ezekowitz
2017-10-14wielder.lua: add LBM to refund mese picks for pre-transition node breakersthetaepsilon-gamedev
2017-10-14wielder.lua: can_tool_dig_node(): try falling back to hand if inserted tool ↵thetaepsilon-gamedev
can't break node
2017-10-14wielder.lua: change node breaker recipe to use gear itemsthetaepsilon-gamedev
2017-10-14wielder.lua: properly implement can_tool_dig_node()thetaepsilon-gamedev
2017-10-14wielder.lua: set default ghost tool for node breaker to the hand, add stub ↵thetaepsilon-gamedev
implementation of can_tool_dig_node() to check if set tool can dig node
2017-10-14add a proper gear imageVanessa Ezekowitz
2017-10-14crafts.lua: add gear item for node breaker craftingthetaepsilon-gamedev
2017-10-13clean up node breaker textures to remove spikesthetaepsilon-gamedev