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| author | thetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com> | 2017-10-08 19:22:07 +0100 | 
|---|---|---|
| committer | thetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com> | 2017-10-08 19:22:07 +0100 | 
| commit | 467907602bec6f3a7adfa3058257732a8b903214 (patch) | |
| tree | 173534203c946a9914dddc393361fb36ec7a8e01 | |
| parent | 085ee7b497489564a0539069ebe781a00d4665e7 (diff) | |
changelog.txt: back entries for pressure_logic work
| -rw-r--r-- | changelog.txt | 12 | 
1 files changed, 12 insertions, 0 deletions
| diff --git a/changelog.txt b/changelog.txt index d766fc0..5efe201 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,6 +1,18 @@  Changelog  --------- +2017-10-08 (thetaepsilon) +A lot more of the new flow logic work. +There are two sub-modes of this now,  non-finite and finite mode. +Non-finite mode most closely resembles "classic mode", whereas finite mode is more intended for use with mods such as dynamic_liquids which enable water sources to move themselves. +Everything that was functional in classic mode more or less works correctly now. +Still TODO: ++ Flow directionality - things like flow sensors and airtight panels will flow in directions that don't make sense from their visuals. +Possible feature requests: ++ Making tanks and gratings do something useful. + + +  2017-09-27 (thetaepsilon)  Start of new flow logic re-implementation.  This mode is current *very* incomplete, and requires a per-world setting to enable. | 
