all are derived from homedecor's pre-mtg-doors models, with minimal changes,
so doors should look virtually identical to what they used to.
uses the old clone_node() technique to force-dereference the door defs
reworked a few textures for quality and to fix stuff I broke but didn't
notice right away, pulling from pre-mtg-doors when needed.
also fixes the broken alpha on doors that use it.
move lrfurn tables to homedecor_tables
create new mod: homedecor_seating
move lrfurn chair, sofas, and all types of homedecor
chairs, benches, etc. that I could think of,
whether intended for exterior or interior use,
to that new mod.
(except tree swing :P )
lrfurn was left empty after this, so deleted.
"off", "low", "med", "hi", "max". Any other message is ignored
shift-punch to set the digiline channel
only connects from X/Z directions
right-click still cycles brightness as before
also adds protection check for right-click brightness changing
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
also removed debug prints
Lights are forced-on when placed, and remain so
until they receive a mesecons "off" signal.
Lights can be toggled on/off independent of the
mesecon signal state by right click, which will
persist until the next signal transition,
which will change the light to follow.
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
remove duplicate dishwasher recipe
more kitchen depends fixes
fix wrong brass taps recipe (ref technic brass, need basic_materials brass)
re-add missing bathroom items recipes
re-add missing stading- and table-lamp recipes
add alternate dishwasher recipe
add recipes for "half-doors"
change light bath tiles recipe (don't need white dye for base node, now)
move japanese wall parts to homedecor_misc, make _doors opt depend on that
Any of these new submods can be run without any other
components that were once part of the big "homedecor"
mod, other than homedecor_common and homedecor_i18n
Reduced dependencies where possible, but each submod still
has its various dependencies more or less the same as before,
i.e. some need basic_materials, others need unifieddyes,
some need building_blocks, and so on.
All of the stuff that used to be under homedecor/handlers
got moved to homedecor_common, as did any models and/or textures
that are used by more than one other homedecor component.
All the miscellaneous items that didn't warrant their own
mod ended up in homedecor_misc, which can also be thought
of as the remains of the original "homedecor" mod, renamed.