thetaepsilon-gamedev
fb91ba53f1
item_transport.lua: read cycle direction at start of go_next() in preparation for refactoring
2017-12-19 22:53:18 +00:00
thetaepsilon-gamedev
97522b6a24
item_transport.lua: update return statements in go_next() to include multimode parameter
2017-12-19 18:38:02 +00:00
thetaepsilon-gamedev
755dd26208
item_transport.lua: move tube limit checking before can_go() callback in go_next()
2017-12-19 18:17:22 +00:00
thetaepsilon-gamedev
56362cdd2a
item_transport.lua: factor out tube overload code into separate function
2017-12-18 23:07:40 +00:00
thetaepsilon-gamedev
28a3ba44d1
item_transport.lua: initial support in item luaentity for multiple outputs and trajectories from go_next()
2017-12-18 22:38:24 +00:00
thetaepsilon-gamedev
d659cb38b3
item_transport.lua: read extra multimode parameter from go_next callback
2017-12-18 22:07:53 +00:00
Vanessa Ezekowitz
8fa259c93f
remove regular pipe inventory image
2017-11-11 00:22:52 -05:00
Vanessa Ezekowitz
8db1f02bca
add craft recipe for straight-only pipe
2017-11-11 00:22:52 -05:00
thetaepsilon-gamedev
59d9e0b97d
pressure logic: detect vertical orientation for horizontal rotating flowables
2017-11-04 22:27:47 +00:00
Vanessa Ezekowitz
ee0c276900
added straight-only pipe
...
(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.
2017-11-03 23:02:36 -04:00
Vanessa Ezekowitz
e46e2f8c45
clean-up "loaded"/"empty" images
...
re-UV-map the pipes that use them
2017-11-03 22:46:53 -04:00
Vanessa Ezekowitz
67b777885b
Fix bad rotation of highpoly "pipe 5"
...
(X/Z corner with -Y junction)
2017-11-03 22:14:07 -04:00
Vanessa Ezekowitz
a2f9be258e
fix bad UV mapping on high poly entry panel
2017-10-28 11:26:17 -04:00
Vanessa Ezekowitz
d71e371d17
flip pump models around (light faced the wrong way)
2017-10-28 11:05:36 -04:00
Vanessa Ezekowitz
c2bd682388
add models and textures for pressure gauge
...
to be implemented later
2017-10-27 20:35:37 -04:00
Vanessa Ezekowitz
82524cb448
fix bad n-gon splitting in valve handle
...
(high-poly model only)
2017-10-27 19:39:47 -04:00
Vanessa Ezekowitz
8ffef8e43c
treat unknown node obstructing chest lid as solid
...
fixes #207
2017-10-27 14:49:25 -04:00
Vanessa Ezekowitz
7b167224f4
Redrew all of the not-low-poly pipe-related models
...
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)
2017-10-27 00:30:26 -04:00
Vanessa Ezekowitz
8817918a53
add low-poly mode
...
to enable, set pipeworks_enable_lowpoly = true in minetest.conf
2017-10-26 04:11:30 -04:00
Vanessa Ezekowitz
dfc09f3acc
fix smooth shading on valve and flow sensor
2017-10-25 20:47:12 -04:00
thetaepsilon-gamedev
75978a0207
refactor pressure logic toggle to act as option enum
2017-10-20 22:46:51 +01:00
thetaepsilon-gamedev
538e33c537
init.lua: update pressure logic mode warning
2017-10-20 21:34:08 +01:00
thetaepsilon-gamedev
86fa342d85
default_settings.lua: line wrap length fixes for pressure logic toggle documentation
2017-10-19 21:51:55 +01:00
thetaepsilon-gamedev
d4b32d5fa3
default_settings.lua: document pressure logic settings
2017-10-19 21:41:04 +01:00
thetaepsilon-gamedev
4d1c8d5529
changelog: add entry for pressure logic directionality work
2017-10-19 13:46:30 +01:00
thetaepsilon-gamedev
bd172a3ca1
todo: remove item for directionality code
2017-10-19 13:43:11 +01:00
thetaepsilon-gamedev
b7714df954
devices.lua: convert spigot to single-ended horizontally rotating flowable
2017-10-19 13:41:37 +01:00
thetaepsilon-gamedev
b2b29a1737
pressure logic: rewrite callbacks for horizontal rotation flowables to support singular and double-ended devices
2017-10-19 13:35:31 +01:00
thetaepsilon-gamedev
9df0ec7edb
devices.lua: convert entry panel and valve to horizontal rotation flowable class
2017-10-19 13:05:16 +01:00
thetaepsilon-gamedev
fd4bd8eadc
devices.lua: make flow sensor use the horizontally rotating flowable class
2017-10-19 12:30:28 +01:00
thetaepsilon-gamedev
0913098a9d
pressure logic: add horizontally-rotating directional flowable helper
2017-10-19 12:28:33 +01:00
thetaepsilon-gamedev
efcec7bdce
pressure logic: abms.lua: fix invocation bug for directionality callback accidentally passing origin data to neighbour's directionfn
2017-10-19 12:13:44 +01:00
thetaepsilon-gamedev
3a85152e4d
devices.lua: make fountainheads directional using fixed vertical helper
2017-10-18 21:44:36 +01:00
thetaepsilon-gamedev
7f7dfb79d5
pressure logic/flowable node registry: move pump directionality code to dedicated fixed vertical helper
2017-10-18 21:20:19 +01:00
thetaepsilon-gamedev
7b141fb0ea
todo: rename file for new flow logic in line with aacd5ec
2017-10-18 12:07:16 +01:00
thetaepsilon-gamedev
38a893ec82
todo: update item for pressure logic directionality code
2017-10-18 12:06:00 +01:00
thetaepsilon-gamedev
0a97abcaf6
pressure logic/abms.lua: implement testing of flow direction testing in get_neighbour_positions()
2017-10-18 11:57:31 +01:00
thetaepsilon-gamedev
653aaffa3e
pressure logic/abms.lua: rename local variables and retain node data in connection check for-loop
2017-10-18 11:32:16 +01:00
thetaepsilon-gamedev
084bbc6c0b
pressure logic: abms.lua: get_neighbour_positions: move calculation of 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.
2017-10-18 09:32:33 +01:00
thetaepsilon-gamedev
a69c5e24a9
devices.lua: implement directionfn for pump registration
2017-10-17 23:42:05 +01:00
thetaepsilon-gamedev
0a4d15d26e
pressure logic: flowable node registry: add directionfn to directional flowable entries
2017-10-17 23:14:26 +01:00
thetaepsilon-gamedev
909b321f3c
pressure logic: abms.lua: refactor balance_pressure() to move responsiblity for checking neighbour flow classes to get_neighbour_positions
2017-10-17 22:20:13 +01:00
thetaepsilon-gamedev
d68d3d5852
pressure logic: abms.lua: move neighbour candidates calculation to separate function
2017-10-17 22:01:29 +01:00
thetaepsilon-gamedev
a7c171940e
todo: add item for supporting other fluid types
2017-10-17 14:53:32 +01:00
thetaepsilon-gamedev
aacd5ec829
rename new_flow_logic subdirectory to a less ambiguous name
...
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.
2017-10-17 14:20:55 +01:00
thetaepsilon-gamedev
7bacbdf015
todo: new flow logic: mark directionality code WIP
2017-10-16 23:44:17 +01:00
thetaepsilon-gamedev
0dd1dbc901
new flow logic: abms.lua: directional flow logic trace log points for local debugging
2017-10-16 23:41:03 +01:00
thetaepsilon-gamedev
c55374cdfa
devices.lua: convert pump to use new directional flow class
2017-10-16 23:39:30 +01:00
thetaepsilon-gamedev
fd978204dd
new flow logic: abms.lua: use directional callback function for direcional nodes to obtain neighbour list
2017-10-16 23:27:04 +01:00
thetaepsilon-gamedev
e41167813b
new flow logic: flowable node registry: add directional flow type class
2017-10-16 23:18:00 +01:00