| Age | Commit message (Collapse) | Author | 
|---|
|  | two had bad poly coordinates, caused rendering errors in-game
one other model was flipped
fixes #212 | 
|  | (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. | 
|  | re-UV-map the pipes that use them | 
|  | (X/Z corner with -Y junction) | 
|  |  | 
|  |  | 
|  | to be implemented later | 
|  | (high-poly model only) | 
|  | 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) | 
|  | to enable, set pipeworks_enable_lowpoly = true in minetest.conf | 
|  |  | 
|  | caveats:  in order to cleanly handle the entry panel, valve, and sensor
I had to rotate the valve and sensor models 90 degrees
so that their in-/outlet pipes point the same direction as the
entry panel.
This also enables proper handling of a valve or sensor turned vertically.
Some objects have rotation disabled entirely (as flipping them over/around makes
no sense)
When a valve is rotated, it is turned off automatically, to work around a glitch in
the rotation code. | 
|  | also remove a couple of extranous .mtl files and a redundant spigot texture | 
|  |  |