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	CAO 'node' visual (#15683)
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		| @@ -1522,7 +1522,7 @@ There are a bunch of different looking node types. | ||||
| * `allfaces` | ||||
|     * Often used for partially-transparent nodes. | ||||
|     * External sides of textures, and unlike other drawtypes, the external sides | ||||
|       of other blocks, are visible from the inside. | ||||
|       of other nodes, are visible from the inside. | ||||
| * `allfaces_optional` | ||||
|     * Often used for leaves nodes. | ||||
|     * This switches between `normal`, `glasslike` and `allfaces` according to | ||||
| @@ -9233,7 +9233,7 @@ Player properties need to be saved manually. | ||||
|     -- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`. | ||||
|     -- Can be overridden by the `pointabilities` of the held item. | ||||
|  | ||||
|     visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item", | ||||
|     visual = "", | ||||
|     -- "cube" is a node-sized cube. | ||||
|     -- "sprite" is a flat texture always facing the player. | ||||
|     -- "upright_sprite" is a vertical flat texture. | ||||
| @@ -9255,6 +9255,8 @@ Player properties need to be saved manually. | ||||
|     --   Wielditems are scaled a bit. If you want a wielditem to appear | ||||
|     --   to be as large as a node, use `0.667` in `visual_size` | ||||
|     -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter. | ||||
|     -- "node" looks exactly like a node in-world (supported since 5.12.0) | ||||
|     --   Note that visual effects like waving or liquid reflections will not work. | ||||
|  | ||||
|     visual_size = {x = 1, y = 1, z = 1}, | ||||
|     -- Multipliers for the visual size. If `z` is not specified, `x` will be used | ||||
| @@ -9264,7 +9266,7 @@ Player properties need to be saved manually. | ||||
|     -- File name of mesh when using "mesh" visual | ||||
|  | ||||
|     textures = {}, | ||||
|     -- Number of required textures depends on visual. | ||||
|     -- Number of required textures depends on visual: | ||||
|     -- "cube" uses 6 textures just like a node, but all 6 must be defined. | ||||
|     -- "sprite" uses 1 texture. | ||||
|     -- "upright_sprite" uses 2 textures: {front, back}. | ||||
| @@ -9274,11 +9276,14 @@ Player properties need to be saved manually. | ||||
|     colors = {}, | ||||
|     -- Currently unused. | ||||
|  | ||||
|     node = {name = "ignore", param1=0, param2=0}, | ||||
|     -- Node to show when using the "node" visual | ||||
|  | ||||
|     use_texture_alpha = false, | ||||
|     -- Use texture's alpha channel. | ||||
|     -- Excludes "upright_sprite" and "wielditem". | ||||
|     -- Use texture's alpha channel for transparency blending. | ||||
|     -- Note: currently causes visual issues when viewed through other | ||||
|     -- semi-transparent materials such as water. | ||||
|     -- Note: ignored for "item", "wielditem" and "node" visual. | ||||
|  | ||||
|     spritediv = {x = 1, y = 1}, | ||||
|     -- Used with spritesheet textures for animation and/or frame selection | ||||
| @@ -9295,7 +9300,7 @@ Player properties need to be saved manually. | ||||
|     -- If false, object is invisible and can't be pointed. | ||||
|  | ||||
|     makes_footstep_sound = false, | ||||
|     -- If true, is able to make footstep sounds of nodes | ||||
|     -- If true, object is able to make footstep sounds of nodes | ||||
|     -- (see node sound definition for details). | ||||
|  | ||||
|     automatic_rotate = 0, | ||||
| @@ -9318,6 +9323,7 @@ Player properties need to be saved manually. | ||||
|  | ||||
|     backface_culling = true, | ||||
|     -- Set to false to disable backface_culling for model | ||||
|     -- Note: only used by "mesh" and "cube" visual | ||||
|  | ||||
|     glow = 0, | ||||
|     -- Add this much extra lighting when calculating texture color. | ||||
| @@ -9353,6 +9359,7 @@ Player properties need to be saved manually. | ||||
|  | ||||
|     shaded = true, | ||||
|     -- Setting this to 'false' disables diffuse lighting of entity | ||||
|     -- Note: ignored for "item", "wielditem" and "node" visual | ||||
|  | ||||
|     show_on_minimap = false, | ||||
|     -- Defaults to true for players, false for other entities. | ||||
|   | ||||
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