| Commit message (Collapse) | Author | Age |
|
|
|
| |
back to old format if they are in the new format, to allow reverting from new_lzb
|
| |
|
|\ |
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
| |
If advtrains_train_track is disabled, don't register any tracks that use
its model like the LuaATC automation rail, point speed restriction rail,
station/stop rail.
For LuaATC, the definition for firing an event when a
train runs over the rail needs to be moved into the common defs so that
other mods like linetrack can use that as an interface.
|
|
|
|
|
|
|
| |
Instead of calling path_get_adjacent twice (which calls path_get
twice, i.e. 4 times overall), we call path_get directly only 2 times
with min and max indices to generate all the path we need for
calculations.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add a set of new models for crossings to make some new track
arrangements possible. This commit adds perpendicular crossigns that can
be rotated at any angle: 30/45/60/90 and 45/90 degree crossings in two
rotations. In future, further crossing types can be added to the blender
file.
Add the blender file in rail_crossings.blend that is the source of these
files and which refers to the texture inside advtrains_train_track.
Add a set of prototypes for rail crossings to advtrains/tracks.lua and
register the new crossings in advtrains_train_track.
|
| |
|
|
|
|
|
|
|
| |
Previously, players were able to open the wagon properties of any wagon at all
through the wagon properties button on the inventory formspec and through the
wagon buttons on the onboard computer. Add a check for ownership before
allowing players to open wagon properties.
|
|
|
|
|
|
|
| |
The shunting mode no longer makes trains couple, since it was meant
for other purposes. For autocoupling, the new autocoupling mode is
used. If trains are in autocouple mode, they couple when they collide
with another train.
|
| |
|
|\ |
|
| | |
|
|/ |
|
|\ |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
A road number is used to allow users to set their own wagon numbers
other than the internal IDs assigned by advtrains. A railway company
would typically keep a roster of what rollingstock it has in road
numbers.
The road number can be set on the wagon properties formspec. It is
displayed above the wagon's inventory icon in the onboard computer as a
button, which will then open the wagon properties on that wagon.
Road numbers might be displayable as additional text entities on the
wagon like signs.
Currently opening the wagon properties (and sometimes onboard computer)
formspecs can be quite unreliable (at least on windows), so I hope that
closing the wagon 'main menu' before opening other formspecs helps that
reliability. It seems to be an upstream bug.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
This new formspec also allows access to the wagon properties. Once
whitelisted in the wagon properties, other players can access its
inventory.
Note on 'useless use' of OO: I tried passing just the wagon ID and
avoiding using the `self` object in order to bypass the need to look up
the lua entitie out of the list, but it ended up retrieving nil data.
The best way to solve this overhead might be to wait for some kind of
better way upstream in minetest's lua API to get entities, or to keep a
central record of entities. Either way, the solution is outside the
scope of this commit.
|
| | |
|
| | |
|
|/
|
|
| |
ARS->update_route->update_signal_aspect->invalidate_path
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Currently some trains clip the platform (especially E231
modpack), but they won't after the platform edge is moved
back slightly.
|
| | |
|
| |
| |
| |
| | |
obsolete now)
|
| | |
|
| |
| |
| |
| | |
Also a minor user feedback text cleanup
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The copy tool copies a train to a global clipboard. It copies
the Line number, Routing code, inside text and outside text.
It copies the kinds of wagons in the train and whether they
are flipped around.
Pasting with the copy tool will conditionally flip the train
such that 'your front' of the train, rather than the absolute
front of the train, is what is output. The new train is
oriented to travel forward with the placing player's view.
Conditons are:
- Multi-unit/push-pull train (= has locomotives on both ends):
Never flipped
- Locomotive-hauled train (= has one end with a locomotive):
Flipped so that the locomotive is always at the front. If the
locomotive points long hood forward, it will still point long
hood forward.
- Rake of wagons (= has no locomotives on ends):
Flipped according to which end of the train the player copies
from. If the player is towards the back (wagon out of train
divded by total wagons > 0.5), then the back becomes the new
front. If the player is towards the front, no change.
|
| |
|
| |
|
|\ |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
Possible migitation for Linuxworks RAM explosion
|
|/ |
|
|
|
|
|
|
|
|
| |
!RC foo
!LN bar
will match all trains except those matching RC foo or LN bar. This can
be useful to exclude one specific service from a component.
|
| |
|
| |
|
|
|
|
|
| |
This might fix #31 by clearing the HUD entry for the player when
joining
|
| |
|
|\ |
|
| | |
|
| | |
|
| | |
|