Version MFF.

This commit is contained in:
sys4-fr 2018-09-08 21:51:06 +02:00
parent 173569fd12
commit 91e8a652e8
224 changed files with 242 additions and 385 deletions

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@ -1,15 +1,10 @@
Doyousketch2's Stained Glass mod
ver 1.7
ver 1.2
Image: http://oi47.tinypic.com/hst6s3.jpg
With alpha enabled: http://oi44.tinypic.com/5vraxf.jpg
==============================================================================
Originally developed by Eli Innes/Doyousketch2, and distributed
under GPL v2. Further changes by VanessaE (removing from creative inventory)
and Jeremy Anderson (fixing craft recipes, renaming blocks)
With alpha enabled: http://oi44.tinypic.com/5vraxf.jpg
==============================================================================
@ -28,35 +23,8 @@ to simply read "stained_glass"
then move it into your Minetest mods folder.
Even better, get stained_glass from one of the github pages:
https://github.com/doyousketch2/stained_glass
https://github.com/VanessaE/stained_glass
https://github.com/andersje/stained_glass
-- this will get you the latest version of the code, and you
can update at any time by doing a git pull
==============================================================================
To turn off types of glass, alter settings.txt in the stained_glass directory.
By default, all six (SIX!) types of stained_glass are enabled: regular (based on super_glow_glass), med_glow (based on glow_glass) and no-glow (Based on default:glass), trap regular (based on trap_super_glow_glass), trap med_glow (based on trap_glow_glass) and trap_noglow (based on trapglass)
stained_glass.full_light = true
stained_glass.med_light = true
stained_glass.no_light = true
stained_glass.trap_full_light = true
stained_glass.trap_med_light = true
stained_glass.trap_no_light = true
Setting any of these to false will prevent that type of stained_glass from being loaded. If you set them all to false, you won't get any stained_glass. Mix and match as you choose -- you can turn on only one, if you wish, and it will work just fine.
One of the high points of trap stained glass is that liquids flow through it -- making illuminated waterfalls a possibility.
==============================================================================
(use trap super glow glass or trap glow glass or trapglass -- now available in moreblocks -- to make the trap variant of this)
Recipe for standard colors:
@ -68,7 +36,6 @@ image: http://oi50.tinypic.com/1ibs7c.jpg
super glow glass
Recipe for pastel colors:
image: http://oi45.tinypic.com/2wbvkti.jpg
@ -79,6 +46,7 @@ image: http://oi45.tinypic.com/2wbvkti.jpg
super glow glass
super glow glass
Recipe for faint colors:
image: http://oi45.tinypic.com/2wbvkti.jpg
@ -92,6 +60,8 @@ image: http://oi45.tinypic.com/2wbvkti.jpg
All recipes produce three glowing stained glass blocks.
Pastel blocks give back an empty bucket.
Faint blocks give back two empty buckets.
==============================================================================
@ -105,8 +75,6 @@ The Palette includes:
Full & half-saturation, medium and dark shades have been included
as well as light, pastel, and faint tints.
Look at settings.txt to see how you can enable/disable full-glow, half-glow and no-glow blocks -- tested in all combinations. enjoy.
==============================================================================
@ -114,25 +82,6 @@ Look at settings.txt to see how you can enable/disable full-glow, half-glow and
Misc. Notes
-----------
Blocks are now available by name:
e.g. /giveme stained_glass:orange 3 # get 3 orange sg blocks
or /giveme stained_glass:light_yellow
or /giveme stained_glass:pastel_yellow
or /giveme stained_glass:faint_yellow
or /giveme stained_glass:yellow
or /giveme stained_glass:lowglow_yellow
or /giveme stained_glass:noglow_dark_green
or /giveme stained_glass:trap_noglow_dark_green
or /giveme stained_glass:trap_lowglow_yellow
or /giveme stained_glass:trap_medium_aqua
You get the idea.
NUMERIC CODES FOR BLOCKS (this is the old way of coding these blocks
developed by Doyousketch2)
Please don't try to use /give commands, the items are now in numerical format,
and it would be tough to try to explain it.

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Changelog
---------
ver 1.7
Sat 1 Sep 2013
I like trapglass, so _all_ variants of stained_glass are now available as (identical) trapglass variants. also, ability to ditch trapglass blocks via settings.txt added. In fact, you can now pick and choose which variants of stained_glass you wish to enable.
ver 1.6
Fri 30 Aug 2013
added configfile settings.txt to allow disabling of full_light (super_glow_glass-based), med_light (glow_glass-based) and no_light (default:glass) blocks. just set the relevant fields to 'false' and they will not be loaded when you start the game.
ver 1.5.1
Mon 26 Aug 2013
prompted by VanessaE's initial cleanup, MUCH cleanup of the code. No need to have > 1 file anymore.
ver 1.5
Sun 25 Aug 2013
added low-glow (brightness 11) and noglow (brightness 0) stained glass blows, using glow_glass and regular glass accordingly.
ver 1.4
Thu 22 Aug 2013
*phew* made aliases for all numeric block names to map to new color-name based scheme
updated craft recipes to work with new dyes format
rejiggered whole system of block and craft registration
set to have all blocks at LIGHT_MAX -- since they were manually specifying '14' as a light level before (which is current max)
nothing returns buckets anymore, because you don't need buckets to make the dyes to make the blocks.
---------
ver 1.1

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@ -1,3 +1,3 @@
default
moreblocks
unifieddyes
default
moreblocks
unifieddyes

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init.lua Normal file → Executable file
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@ -1,8 +1,8 @@
--[[
Stained Glass
Stained Glass 1.2
This mod provides luminescent stained glass blocks for Minetest 0.4.7+
This mod provides luminescent stained glass blocks for Minetest 0.4.x.
Depends:
[moreblocks] by Calinou
@ -17,14 +17,6 @@ Email: doyousketch2 @ yahoo.com
Unified Dyes was released under GNU-GPL 2.0, see LICENSE for info.
More Blocks was released under zlib/libpng for code and CC BY-SA 3.0 Unported for textures, see LICENSE.txt for info.
Additional changes by VanessaEzekowitz in July 2013 to take all items
out of creative inventory.
August 2013 -- Jeremy Anderson tries to get this working after the new color
changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned.
August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code.
==============================================================================
@ -54,303 +46,250 @@ super glow glass
super glow glass
super glow glass
recipe for low-glow-stained-glass:
as above, but substitute 'glow glass' for super glow glass.
recipe for no-glow-stained-glass:
as regular stained glass, but substitute plain 'glass' for super glow glass
All recipes produce three stained glass blocks.
All recipes produce three glowing stained glass blocks.
Pastel blocks give back an empty bucket.
Faint blocks give back two empty buckets.
==============================================================================
]]--
function makenode(arg)
local name=arg.blockname
local myglow=arg.glow
local myprefix=arg.prefix
local imagename=arg.imagename
local safe=arg.walkflag
local Description
local function tchelper(first, rest)
return first:upper()..rest:lower()
end -- from lua-users.org/wiki/StringRecipes
-- above function is used to turn red_violet_s50 to 'Red Violet S50'
--register item attributes
Description=string.gsub("Stained Glass - " ..myprefix..name, "_", " ")
Description=Description:gsub("(%a)([%w_']*)", tchelper)
minetest.register_node("stained_glass:"..myprefix..name, {
description = Description,
drawtype = "glasslike",
tiles = {"stained_glass_" .. imagename .. ".png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable=safe, -- if not safe, this is trapglass
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults()
})
end
-- maybe someday, I can cleanly combine these two functions.
function stained_trapglass_define(arg)
local code=arg.colorcode
local name=arg.colorname
local rawdyename=arg.recipe
local mydye=arg.recipe
local myshadename=arg.shade
local imagename=name
local stained_glass_blocktype = { }
local stained_glass_lightlevel = { }
if stained_glass.trap_full_light then
stained_glass_lightlevel[""] = LIGHT_MAX
stained_glass_blocktype[""] = "moreblocks:trap_super_glow_glass"
end -- see settings.txt for these settings.
if stained_glass.trap_med_light then
stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
stained_glass_blocktype["lowglow_"] = "moreblocks:trap_glow_glass"
end
if stained_glass.trap_no_light then
stained_glass_lightlevel["noglow_"] = 0
stained_glass_blocktype["noglow_"] = "moreblocks:trap_glass"
end
for myprefix,myglow in pairs(stained_glass_lightlevel) do
local glasstype = stained_glass_blocktype[myprefix]
local name="trap_" .. name
-- define myrecipe as a table, pass it in.
local myrecipe = { mydye, glasstype, glasstype, glasstype }
-- those four items will ALWAYS be there. For faint and pastel, we
-- need to add additional dyes. If you have defined a new shade, then
-- you should probably handle it here.
if myshadename == "pastel_" then
myrecipe[5] = "dye:white"
end
if myshadename == "faint_" then
myrecipe[5] = "dye:white"
myrecipe[6] = "dye:white"
end
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3",
recipe = myrecipe,
})
makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false}
end
end
function stained_glass_define(arg)
local code=arg.colorcode
local name=arg.colorname
local rawdyename=arg.recipe
local mydye=arg.recipe
local myshadename=arg.shade
local imagename=name
local stained_glass_blocktype = { }
local stained_glass_lightlevel = { }
if stained_glass.full_light then
stained_glass_lightlevel[""] = LIGHT_MAX
stained_glass_blocktype[""] = "moreblocks:super_glow_glass"
end -- see settings.txt for these settings.
if stained_glass.med_light then
stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass"
end
if stained_glass.no_light then
stained_glass_lightlevel["noglow_"] = 0
stained_glass_blocktype["noglow_"] = "default:glass"
end
for myprefix,myglow in pairs(stained_glass_lightlevel) do
local glasstype = stained_glass_blocktype[myprefix]
-- define myrecipe as a table, pass it in.
local myrecipe = { mydye, glasstype, glasstype, glasstype }
-- those four items will ALWAYS be there. For faint and pastel, we
-- need to add additional dyes. If you have defined a new shade, then
-- you should probably handle it here.
if myshadename == "pastel_" then
myrecipe[5] = "dye:white"
end
if myshadename == "faint_" then
myrecipe[5] = "dye:white"
myrecipe[6] = "dye:white"
end
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3",
recipe = myrecipe,
})
makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true}
if myprefix == "" then
local aliasname
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
if string.match(name,"redviolet") then
oldname=name
aliasname=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
minetest.register_alias( "stained_glass:" .. aliasname, "stained_glass:" .. oldname)
end
end
-- and an alias from the numeric to the named block
-- we need to keep the numeric block for all the people that used
-- pre-v1.4 blocks in their worlds.
-- no aliases for noglow- and lowglow- blocks, because they didn't
-- exist until v1.5
end
end
-- true means this color's recipe must use a direct "dye:xxxxx" item name
-- (perhaps because the related groups overlap two or more distinct colors)
-- false means the recipe uses "group:dye,unicolor_xxxxx"
stained_glass= {}
local worldpath=minetest.get_worldpath()
local modpath=minetest.get_modpath("stained_glass")
dofile(modpath .. "/settings.txt")
-- the new settings.txt file has a variety of possible settings.
-- see the file for examples. We'll access those settings where its important, in
-- the stained glass module, where we'll build up the tables to contain
-- only what we need.
stained_glass_hues = {
{ "yellow", true },
{ "lime", false },
{ "green", true },
{ "aqua", false },
{ "cyan", false },
{ "skyblue", true },
{ "blue", false },
{ "violet", false },
{ "magenta", true },
{ "redviolet", true },
{ "red", true },
{ "orange", false },
-- please note that these only apply when our shadelevel is ""
-- HUES includes all colors for the various shades
-- I'm trying to get it to sort by color in the game, tho it sorts alpha-numerically...
-- so with 12 colors, it's sorting 10, 11, 12, 1, 2, 3, 4...
HUES = {
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet",
"red",
"orange"
}
stained_glass_shades = {
{"dark_", 3 },
{"medium_", 4 },
{"", 5 }, -- full brightness
{"light_", 8 },
{"pastel_", 9 },
{"faint_", 91 }
-- note that dark_ medium_ and plain also have a half-saturation
-- equivalent automatically defined in the code
-- Brightness levels in the textures are 33% ("dark"), 66% ("medium"),
-- 100% ("full"), 150% ("light"), 200% ("pastel").
-- 1x and 2x are simply placeholders to fill in so numbers start at 3.
BRIGHT = {
"1x",
"2x",
"dark_",
"medium_",
"", --(full)
}
for i in ipairs(stained_glass_hues) do
local huename = stained_glass_hues[i][1]
local huenumber = i
for j in ipairs(stained_glass_shades) do
local shadename = stained_glass_shades[j][1]
local shadenumber = stained_glass_shades[j][2]
local recipevalue = nil
recipevalue = "group:dye,unicolor_"..shadename..huename
if (shadename == "" and stained_glass_hues[i][2]) then
-- print(huename .. " is set to true -- substituting dye:huename ")
recipevalue = "dye:"..huename
elseif (shadename=="pastel_" or shadename=="faint_") then
-- force light_dye for pastel and faint colors
recipevalue = "group:dye,unicolor_light_"..huename
else -- default case
recipevalue = "group:dye,unicolor_"..shadename..huename
end
if shadename == "dark_" or shadename == "medium_" or shadename == "" then
stained_glass_define({
colorcode = huenumber.."_"..shadenumber.."_7",
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
})
stained_trapglass_define({
colorcode = huenumber.."_"..shadenumber.."_7",
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
}) -- only defines something if the trap is enabled.
-- below is the automatic "half saturation" block
-- which was mentioned previously
-- this is unicolor only, so switch dyename
-- back to unicolor...
recipevalue="group:dye,unicolor_"..shadename..huename
stained_glass_define({
colorcode = huenumber.."_"..shadenumber.."_6",
colorname = shadename..huename.."_s50",
recipe = recipevalue.."_s50",
shade = shadename,
})
stained_trapglass_define({
colorcode = huenumber.."_"..shadenumber.."_6",
colorname = shadename..huename.."_s50",
recipe = recipevalue.."_s50",
shade = shadename,
}) -- only defines something if the trap is enabled.
-- because we define two blocks inside this chunk of
-- code, we can't just define the relevant vars and
-- move the proc_call after the if-then loop.
elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then
stained_glass_define({
colorcode = huenumber.."_"..shadenumber,
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
})
stained_trapglass_define({
colorcode = huenumber.."_"..shadenumber,
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
}) -- only defines something if the trap is enabled.
end
end
end
print("[stained_glass] Loaded!")
-- Saturation - "s50" in a file/item name means "saturation: 50%".
-- 1x - 5x are simply placeholders so numbers start at 6.
SAT = {
"1x",
"2x",
"3x",
"4x",
"5x",
"_s50",
"" --(full)
}
--main loop for all 12 hues
for h = 1, 12 do
hues = HUES[h]
--nested loop for brightness
--starts at 3 to hopefully keep colors in order
for b = 3, 5 do
bright = BRIGHT[b]
--sub loop for saturation
--starts at 6 to keep colors in order
for s = 6, 7 do
sat = SAT[s]
--register recipes
minetest.register_craft({
type = "shapeless",
output = "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (s) .." 3",
recipe = {
"unifieddyes:" .. bright .. hues .. sat,
"moreblocks:superglowglass",
"moreblocks:superglowglass",
"moreblocks:superglowglass",
},
})
--register item attributes
minetest.register_node("stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (s), {
description = "Stained Glass - " .. bright .. hues .. sat,
drawtype = "glasslike_framed_optional",
tiles = {"stained_glass_" .. bright .. hues .. sat .. ".png", "stained_glass_" .. bright .. hues .. sat .. "_detail.png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = 14,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults()
})
end --sat
end --bright
end --hues
--secondary loop for light blocks
--(as they don't have 50% saturation blocks to go along with 'em)
for h = 1, 12 do
hues = HUES[h]
--register recipes (set at 8 to keep colors in order)
minetest.register_craft({
type = "shapeless",
output = "stained_glass:" .. (h) .. "_8 3",
recipe = {
"unifieddyes:light_" .. hues,
"moreblocks:superglowglass",
"moreblocks:superglowglass",
"moreblocks:superglowglass",
},
})
--register item attributes
minetest.register_node("stained_glass:" .. (h) .. "_8_", {
description = "Stained Glass - light_" .. hues,
drawtype = "glasslike_framed_optional",
tiles = {"stained_glass_light_" .. hues .. ".png", "stained_glass_light_" .. hues .. "_detail.png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = 14,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults()
})
end --hues
--third loop for pastel blocks
--(as they don't have 50% saturation blocks to go along with 'em)
--(plus they have a diff recipe to create.)
for h = 1, 12 do
hues = HUES[h]
--register recipes (set at 9 to keep colors in order)
minetest.register_craft({
type = "shapeless",
output = "stained_glass:" .. (h) .. "_9 3",
recipe = {
"unifieddyes:white_paint",
"unifieddyes:light_" .. hues,
"moreblocks:superglowglass",
"moreblocks:superglowglass",
"moreblocks:superglowglass",
},
replacements = { {'unifieddyes:white_paint', 'bucket:bucket_empty'}, },
})
--register item attributes
minetest.register_node("stained_glass:" .. (h) .. "_9", {
description = "Stained Glass - pastel_" .. hues,
drawtype = "glasslike_framed_optional",
tiles = {"stained_glass_pastel_" .. hues .. ".png", "stained_glass_pastel_" .. hues .. "_detail.png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = 14,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults()
})
end --hues
--last loop for faint blocks
--(as they don't have 50% saturation blocks to go along with 'em)
--(plus they have a diff recipe to create.)
for h = 1, 12 do
hues = HUES[h]
--register recipes (set at 91 to keep colors in order)
minetest.register_craft({
type = "shapeless",
output = "stained_glass:" .. (h) .. "_91 3",
recipe = {
"unifieddyes:white_paint",
"unifieddyes:white_paint",
"unifieddyes:light_" .. hues,
"moreblocks:superglowglass",
"moreblocks:superglowglass",
"moreblocks:superglowglass",
},
replacements = { {'unifieddyes:white_paint', 'bucket:bucket_empty 2'}, },
})
--register item attributes
minetest.register_node("stained_glass:" .. (h) .. "_91", {
description = "Stained Glass - faint_" .. hues,
drawtype = "glasslike_framed_optional",
tiles = {"stained_glass_faint_" .. hues .. ".png", "stained_glass_faint_" .. hues .. "_detail.png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = 14,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults()
})
end --hues
minetest.log("action", "[stained_glass] Loaded!")

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stained_glass.full_light = true
stained_glass.med_light = true
stained_glass.no_light = true
stained_glass.trap_full_light = true
stained_glass.trap_med_light = true
stained_glass.trap_no_light = true

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textures/stained_glass_dark_cyan.png Normal file → Executable file

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textures/stained_glass_dark_cyan_s50.png Normal file → Executable file

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textures/stained_glass_dark_green.png Normal file → Executable file

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textures/stained_glass_dark_green_s50.png Normal file → Executable file

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textures/stained_glass_dark_lime.png Normal file → Executable file

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textures/stained_glass_dark_lime_s50.png Normal file → Executable file

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textures/stained_glass_dark_magenta.png Normal file → Executable file

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textures/stained_glass_dark_magenta_s50.png Normal file → Executable file

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textures/stained_glass_dark_orange.png Normal file → Executable file

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textures/stained_glass_dark_orange_s50.png Normal file → Executable file

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textures/stained_glass_dark_red.png Normal file → Executable file

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textures/stained_glass_dark_red_s50.png Normal file → Executable file

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textures/stained_glass_dark_redviolet.png Normal file → Executable file

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textures/stained_glass_dark_redviolet_s50.png Normal file → Executable file

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textures/stained_glass_dark_skyblue.png Normal file → Executable file

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textures/stained_glass_dark_skyblue_s50.png Normal file → Executable file

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textures/stained_glass_dark_violet.png Normal file → Executable file

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textures/stained_glass_dark_violet_s50.png Normal file → Executable file

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textures/stained_glass_dark_yellow.png Normal file → Executable file

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textures/stained_glass_dark_yellow_s50.png Normal file → Executable file

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textures/stained_glass_faint_aqua.png Normal file → Executable file

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textures/stained_glass_faint_blue.png Normal file → Executable file

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textures/stained_glass_faint_cyan.png Normal file → Executable file

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textures/stained_glass_faint_green.png Normal file → Executable file

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textures/stained_glass_faint_lime.png Normal file → Executable file

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textures/stained_glass_faint_magenta.png Normal file → Executable file

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textures/stained_glass_faint_orange.png Normal file → Executable file

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textures/stained_glass_faint_red.png Normal file → Executable file

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textures/stained_glass_faint_redviolet.png Normal file → Executable file

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textures/stained_glass_faint_skyblue.png Normal file → Executable file

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textures/stained_glass_faint_violet.png Normal file → Executable file

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textures/stained_glass_faint_yellow.png Normal file → Executable file

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textures/stained_glass_green.png Normal file → Executable file

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textures/stained_glass_green_s50.png Normal file → Executable file

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textures/stained_glass_light_aqua.png Normal file → Executable file

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textures/stained_glass_light_blue.png Normal file → Executable file

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