| Commit message (Collapse) | Author | Age |
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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.
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Allows defining a suitable substrate for tracks, and liquid pointable tracks
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to remove dependency of interlocking on luaautomation
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Missing things: signal aspect updating, waiting routes handling, management /info tool
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Missing: ATC stuff, yaw problems
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See privilege_guide.txt for information
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(also fix the output of /at_sync_ndb)
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...to support an arbitrary number of connections for rails, which leads to these new features:
- switches now get recognized by the trackworker correctly
- ability to add real rail crosses
During this, I also rewrote the rail registering system and the conway function (important part of path prediction)
Note, developers: the track preset format changed, you might need to rewrite them according to the presets in tracks.lua if you wrote your own
(possibly breaks advcarts)
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Bug was caused by the drives_on table of every train and advtrains.all_tracktypes
sharing the same reference, which caused advtrains.all_tracktypes to become the
intersection of all train drives_on's in the world.
However, this did become empty, causing nothing to work anymore.
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nnpref
This finally fixes the need to rotate atc rails and bumpers.
Also prefers rotation that is closer to the player's look dir (placed bumpers will face the player)
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into a library mod
advtrains will keep its own node database code for reasons of crash recovery, with the handicap that improvements to nplib need to be manually backported.
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wagons
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