Commit Graph

141 Commits

Author SHA1 Message Date
34689b5b04 bump minimum engine ver 2021-03-04 08:47:17 -05:00
8b6e41c3fe Fix warnings regarding use_texture_alpha
Add use_texture_alpha = "clip" for standard signs.
Break Minetest 5.4< compatibility.
2021-02-28 12:27:34 +01:00
d077d23f1a mod.conf update to minetest 5.2.0+ compat 2021-02-27 05:15:21 +00:00
d71dcf4874 add text check for entity creation 2021-02-19 09:33:14 +00:00
ac8b00f826 Merge branch 'nonascii' into nonascii-european-test 2021-02-17 17:37:36 +01:00
707f633f0d Merge branch 'master' into nonascii 2021-02-17 17:37:11 +01:00
8527f1d5b2 writing [ or ] into a sign breaks the form for some users
the exact effect varies with client behavior and the particular text contents.
(characters erased, disappering formspec elements, loss of text)
2021-01-21 13:34:58 -05:00
3c824aedf8 Merge branch 'updateonoff' into 'master'
On/off switch doesn't reset the text anymore

See merge request VanessaE/signs_lib!5
2021-01-18 15:18:55 +00:00
fe72e32396 update on off 2021-01-16 11:57:06 +01:00
f7a4fefd34 Merge branch 'no_priv' into 'master'
Sign and land owners always able to edit a sign

See merge request VanessaE/signs_lib!4
2021-01-08 18:29:44 +00:00
664e99d34a Sign and land owners always able to edit a sign 2021-01-08 18:29:44 +00:00
e3c5fd2736 Merge branch 'separate_formspec' into 'master'
Signs formspec as separate formspecs (instead of dwelling in nodes metadata)

See merge request VanessaE/signs_lib!3
2021-01-03 18:39:29 +00:00
e7ab3e66a7 Signs formspec as separate formspecs (instead of dwelling in nodes metadata) 2021-01-03 18:39:29 +00:00
c82952befb Merge branch 'nonascii' into nonascii-european-test 2020-12-07 13:45:07 +01:00
26c3935c9b add texture generation scripts from https://github.com/zeuner/signs-font-generate 2020-12-07 13:38:31 +01:00
3ef11a995b recreate textures using latest version of https://github.com/zeuner/signs-font-generate 2020-12-05 18:55:42 +01:00
22af21aeaf Merge branch 'nonascii' into nonascii-european-test 2020-12-05 18:53:57 +01:00
af45e591e3 recreate textures using https://github.com/zeuner/signs-font-generate 2020-12-05 18:53:42 +01:00
b174cea893 Merge branch 'nonascii' into nonascii-european-test 2020-11-26 05:54:25 +01:00
4a196211ee Merge branch 'master' into nonascii 2020-11-26 05:53:45 +01:00
942e91e00e better align to existing font 2020-11-14 13:04:50 +01:00
4b2d4db848 test with some european languages 2020-11-13 12:08:39 +01:00
4b432eec08 support for non-ascii characters 2020-11-12 06:22:34 +01:00
d956c87dbc support for non-ascii characters 2020-11-12 06:02:56 +01:00
1a6b9f38ff enable static save on signs' entities 2020-11-01 12:43:55 -05:00
8b975d7fa1 add minimum minetest version key for contentdb 2020-06-03 13:00:34 -04:00
b633a4bf8c fix wrong default sign entity ref 2020-04-16 17:06:07 -04:00
bd20f9b776 add prefab_redo to opt depends 2020-02-26 16:03:48 +00:00
7c6a1c7611 add some missing aliases (and rearrange them) 2019-10-22 15:25:58 -04:00
bd8ae112d0 README tweaks 2019-10-11 06:00:31 -04:00
8669385718 various readability improvements
in API.md, MODELS.md, and README.md

I also added a couple of things to API.md that I forgot to
document before.
2019-09-26 03:27:01 -04:00
0398684bfb tweak README 2019-09-26 02:01:06 -04:00
b52913d506 fix wrong textures for stick and hangers 2019-09-26 01:17:44 -04:00
ebeb035fac allow using "Sneak"/Shift to skip the on-pole/hanging/yard checks
(makes it possible to directly place a sign flat on the ground or
ceiling, among other things.)
2019-09-26 01:16:51 -04:00
e92177b83e allowing true for horizontal pole function makes no sense 2019-09-26 01:02:00 -04:00
684e9237cd don't allow top of bottom to be considered
a mountable surface on a a pole/post.
2019-09-26 01:00:15 -04:00
3836215268 API changes to allow for more mounting styles
NODE NAMES:

The base name of a node can be whatever you want.  The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.

One exception:

If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations.  For example:

"default:sign_wall_wood"

...will become...

"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"

MODELS:

The base sign model and entity files must now be named:

sign:   mymod_foosign_wall.obj
        mymod_foosign_facedir_wall.obj

entity: mymod_foosign_entity_wall.obj

their other variants, where applicable, must be:

mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj

mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj

For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:

"mymod_foosign_facedir_wall.obj"

...will become...

"mymod_foosign_entity_wall.obj"

* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.

* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)

* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.

* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 00:48:53 -04:00
6a4ddfddab attempt to work around engine player model bug
when the world loads and the player spawns in, or is
teleported to the same node space as a sign, occasionally, the
player's model goes flat and their skin gets changed to the
whatever the sign's text is.

Also, when checking if an entity needs spawned, or when
deleting, try to make absolutely sure that only sign-related
entities will be selected for re-use, or selected for deletion
(we don't want some player's prize cow to be deleted)

I think this will fix it, or at least it'll surely prevent
signs_lib from being able to cause it.

Also, moved another function to the entity-handling section of
the file and made it global (signs_lib namespace) in the
process.
2019-09-25 17:10:00 -04:00
1e05aa9309 fix bad selection box for prefab concrete rail
(when there's just one node not connected to anything)
2019-09-25 16:06:12 -04:00
80c0fc6a7e Add README and basic modeling instructions, and document the API
Also, tweaked the object names in the standard sign Blender
project file, renamed it, renamed the small/slim pole mount
project file as well, and added a copy of the standard pole
mount project file.
2019-09-24 06:37:33 -04:00
42091db05e treat cottages:table and prefab_redo:concrete_railing as vertical posts 2019-09-23 17:02:19 -04:00
de5926233a also include hanging widefont signs 2019-09-22 06:01:32 -04:00
ae6e707ebe forgot to include onpole_widefont signs in conversion list 2019-09-22 04:28:01 -04:00
dcdee22265 allow mods to pass a function or just true
to the pole and horiz pole check routines, in case they need
their own, custom checking routines, if the usual, simple
checks aren't good enough.

got rid of the allowed-poles table, as it's now obsolete

moved all existing special code into compat.lua, altered to
use this feature.
2019-09-22 03:19:31 -04:00
e4336e320c fix empty lines being skipped 2019-09-21 22:04:39 -04:00
d41e2ffd73 use a meta key to select wide-font mode
instead of using a separate node
add LBM to convert old nodes.
2019-09-21 21:42:46 -04:00
77987d12b9 detect streets:bigpole_tjunction
Treat T-junction as a vertical or horizontal pole (depending
on its orientation), if the sign could be placed flat against
the back or side of the junction.

In this instance, the "front" of the junction is the side with
the middle bit sticking out, and will just get a regular wall
signif targeted, as with any non-pole node.
2019-09-21 21:39:53 -04:00
dfece5275e rework horizontal pole detection slightly 2019-09-21 19:24:48 -04:00
6285d250d7 default "allow_onpole" to disabled
for consistency with other similar flags
2019-09-21 15:56:45 -04:00
9502812088 Add necessary bits to allow signs to be placed onto horizontal poles
(both wooden and steel signs)

only streets mod's "bigpole" supported for now.

Model changes:

To make a sign support horizontal mounting, make a single "_onpole"
model, with two copies of the pole mount, one rotated by 90°.  Make sure
the second copy appears has its own material entry, and that it is last
in the materials list in the exported .obj (`grep "g " file.obj` to
check).

When registered, signs_lib will set the "_onpole" and "_onpole_horiz"
tiles{} to reveal one mount or the other: entry 3 will expose the
vertical mount, entry 4 is the horizontal copy, with the opposite entry
being set to the "blank" image.
2019-09-21 15:45:48 -04:00