- Jan 19, 2014
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Jeija authored
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- Jan 12, 2014
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Jeija authored
Fix gates with serverstep code. Let's give that a try.
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- Jan 11, 2014
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Jeija authored
Action Queue bugfixes by Novatux
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Novatux authored
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Jeija authored
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Jeija authored
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Jeija authored
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Jeija authored
Resume turnon/off calls as soon as area is loaded in case turnon/off calls end in unloaded territory
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Jeija authored
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Jeija authored
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Jeija authored
This makes effectors nearer to the source of the action (the receptor) update first. This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined. "Distance" is determined by the stack size of recursions in turnon / turnoff. Priorities are between 0 (lowest) and 1 (highest).
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Jeija authored
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Novatux authored
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- Jan 10, 2014
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Jeija authored
First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer). The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
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- Jan 09, 2014
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Jeija authored
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- Jan 05, 2014
- Jan 04, 2014
- Jan 03, 2014
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Novatux authored
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- Dec 18, 2013
- Dec 02, 2013
- Dec 01, 2013
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Uberi authored
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Uberi authored
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Vanessa Ezekowitz authored
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Vanessa Ezekowitz authored
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Uberi authored
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Vanessa Ezekowitz authored
here and there to facilitate this.
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Vanessa Ezekowitz authored
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- Nov 29, 2013
- Sep 08, 2013
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Jeija authored
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- Sep 07, 2013
- Aug 29, 2013
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khonkhortisan authored
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- Aug 28, 2013
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VanessaE authored
Give crossing proper textures
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