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	Lua_api.txt: Document 'wielditem' visual in object properties
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		| @@ -4448,6 +4448,16 @@ Definition tables | ||||
|     --  ^ "sprite" is a flat texture always facing the player. | ||||
|     --  ^ "upright_sprite" is a vertical flat texture. | ||||
|     --  ^ "mesh" uses the defined mesh model. | ||||
|     --  ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua). | ||||
|     --    For this use 'textures = {itemname}'. | ||||
|     --    If the item has a 'wield_image' the object will be an extrusion of that, | ||||
|     --    otherwise: | ||||
|     --    If 'itemname' is a cubic node or nodebox the object will appear identical | ||||
|     --    to 'itemname'. | ||||
|     --    If 'itemname' is a plantlike node the object will be an extrusion of its | ||||
|     --    texture. | ||||
|     --    Otherwise for non-node items, the object will be an extrusion of | ||||
|     --    'inventory_image'. | ||||
|         visual_size = {x = 1, y = 1}, | ||||
|     --  ^ `x` multiplies horizontal (X and Z) visual size. | ||||
|     --  ^ `y` multiplies vertical (Y) visual size. | ||||
| @@ -4456,6 +4466,7 @@ Definition tables | ||||
|     --  ^ "cube" uses 6 textures in the way a node does. | ||||
|     --  ^ "sprite" uses 1 texture. | ||||
|     --  ^ "upright_sprite" uses 2 textures: {front, back}. | ||||
|     --  ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above). | ||||
|         colors = {}, -- number of required colors depends on visual | ||||
|         spritediv = {x = 1, y = 1}, | ||||
|     --  ^ Used with spritesheet textures for animation and/or frame selection according | ||||
|   | ||||
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