a1852204fbCleanup and improve piston code
Jeija
2012-12-16 11:58:43 +0100
ae4bd1e21cMerge branch 'master' into nextgen
Jeija
2012-12-16 08:59:06 +0100
9dee0c020cFix placing while facing diagonally.
Anthony Zhang
2012-12-15 19:16:59 -0500
aab0d4d943Place up/down pistons automatically depending on the player look direction, remove the craft recipes for up/down pistons, and unify all the pushing/pulling behaviors into mesecon:piston_push(pos) and mesecon:piston_pull(pos).
Anthony Zhang
2012-12-15 19:12:20 -0500
b5f5beeb3dAttempt to update the wire crossing.
Anthony Zhang
2012-12-15 17:53:03 -0500
5fb5df446cBugfix, use param2 for conductors when turning them on/off
Jeija
2012-12-15 21:23:38 +0100
18731cbc8aBugfix, param2 for conductors
Jeija
2012-12-15 21:21:54 +0100
44dc1a128cUpload cleaned up mesecons to nextgen branch
Jeija
2012-12-15 18:45:51 +0100
961b955f2dPort door, fix button/lever bug, new visual style for receiver
Jeija
2012-12-09 13:28:32 +0100
31f3c99288Fix microcontroller alias
Jeija
2012-12-09 11:16:48 +0100
a0a3328f7cFix microcontroller alias
Jeija
2012-12-09 11:13:32 +0100
b37bdbf55cPort a lot more (basically everything apart from gates, pistons and extrawire crossing) to the new nodedef system. There are some problems with wall button and wall lever (in the way they visually connect to wires)
Jeija
2012-12-09 00:42:30 +0100
cf6080f723Port more blocks to nodedef system: object detector, extrawires, water turbine, insulated wire
Jeija
2012-12-08 22:28:46 +0100
00e071b695Cleanup, make and use util.lua, port command block and delayer to nodedef
Jeija
2012-12-08 21:56:09 +0100
8578fd89c8Port lightstones (as reference for effectors) + blinky plant to the new nodedef system
Jeija
2012-12-08 19:02:34 +0100
472650f099Finish new mesecon-in-nodedef for conductors and receptors. Make wires and switch use it for reference.
Jeija
2012-12-08 17:50:25 +0100
f28cf0af03Fix major bug that often occured when using gates (caused by commit 64d109b)
Jeija
2012-12-08 16:08:16 +0100
e0aa5b1d3dNew branch: Move mesecon to node definition instead of functions like register_conductor; first steps: move everything to legacy
Jeija
2012-12-08 14:14:04 +0100
12206ac190Add support for the preinstalled wooden door in minetest_game
Jeija
2012-12-08 12:13:45 +0100
4a8e20b68eSpeed update of pressureplates up by using node_timers
#58
PilzAdam
2012-12-07 15:52:52 +0100
7542dd4da0Fix a bug (in some cases the output rules of a receptor weren't respected, bug introduced by commit before, 64d109b31b)
Jeija
2012-12-03 18:59:34 +0100
d1b88467ffAdded textures for ON leds.
#57
Novatux
2012-12-02 10:02:01 +0100
64d109b31b`mesecon:updatenode()` was written to work only with conductors, though in several places it was used on recepters and effectors. This issue, reported by simion314, is fixed in this commit by explicitly checking for the type of mesecon node being updated.
Anthony Zhang
2012-12-01 18:34:05 -0500
ac94fbd68cIt seems wrong to return if the block is not a conductor, I checked also if is not a efector or eceptor
#56
simion314
2012-12-01 19:11:44 +0200
2d16152188Add command block:
Anthony Zhang
2012-10-28 16:31:03 -0400
3ae31cd849Use add_node since place_node only works with ItemStacks and can't specify param1/param2 value. This fixes pistons pushing pistons/torches/etc.
Anthony Zhang
2012-10-27 12:40:11 -0400
ff5dcda7c7Further piston improvements, the pistons now delay before retracting and play nice with invalid states.
Anthony Zhang
2012-10-13 12:45:15 -0400
931ac23ff3Improve T-FF code and add a reset pin on C.
cornernote
2012-10-07 13:08:01 -0400
dcd2f94ba9New pistons activation mechanism, fixes many of the issues reported when pushing mesecons around. Side effect is that it might be somewhat slower, and it waits a tiny delay before extending or retracting. This should be unnoticable in normal use.
Anthony Zhang
2012-10-02 17:09:39 -0400
cd8fd55fe3Fix whitespace, simplify node updating.
Anthony Zhang
2012-10-01 22:18:45 -0400
208e95c2ffCaptilization.
Anthony Zhang
2012-09-27 17:27:34 -0400
ecefc937c9Add ghoststone, crafted like removestone, with steel ingots at the corners. Trapstone disappears upon mesecon signals, but unlike removestone, reappears after the mesecon signal turns off.
Anthony Zhang
2012-09-27 17:25:58 -0400
1da390d263Merge pull request #50 from khonkhortisan/master
khonkhortisan
2012-09-10 15:50:25 -0700
34737f62e9oops, that last commit broke something - evidently 'code' is not consistent. This restores the previous behavior when code=nil, and shows the code when not.
#46
Vanessa Ezekowitz
2012-09-01 17:42:42 -0400
00d797ae0fMerge pull request #45 from VanessaE/master
VanessaE
2012-09-01 14:33:29 -0700