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2021-02-07Various small fixesHybridDog
* Save the fakeplayer's wielded item in set_wielded_item * pipeworks.luaentity: Return the found objects in get_objects_inside_radius * Remove the invalid and unused on_blast return values in lua_tube.lua This should avoid a crash when a strong explosion happens next to a Lua Tube. * Do not access a global "nodename" in a BUG message. This avoids a potential crash, in case the message actually appears in practice. * Set the Flow Sensor and Fountain Head mesecons connection rules * pipeworks.luaentity: Use the same function for move_to and set_pos * (no functional change) Do not save the object returned by tube_inject_item into the "item1" local variable in filter-injector.lua
2021-02-05Remove unused loop variables, trailing whitespace and fix mixed-whitespace ↵HybridDog
indentations
2021-02-03Remove or comment unused code and declare some variables localHybridDog
2017-11-04pressure logic: detect vertical orientation for horizontal rotating flowablesthetaepsilon-gamedev
2017-10-20refactor pressure logic toggle to act as option enumthetaepsilon-gamedev
2017-10-19pressure logic: rewrite callbacks for horizontal rotation flowables to ↵thetaepsilon-gamedev
support singular and double-ended devices
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
2017-10-18pressure logic/flowable node registry: move pump directionality code to ↵thetaepsilon-gamedev
dedicated fixed vertical helper
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.
2017-10-17pressure 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
2017-10-17rename 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.