Refactored the code to use default "common" dyes

rather than directly from flowers.

This mod now depends on "default" and "dye" from the Minetest common
sub-game.  Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.

Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.

All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.

The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with.  Now it's just
dry dye powders, as with the default dye mod.

Also, got rid of the whole paint scheme, in favor of dry powders.

All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
This commit is contained in:
Vanessa Ezekowitz
2013-04-30 06:02:22 -04:00
parent 652a0c9a89
commit a9c803b14f
81 changed files with 221 additions and 458 deletions

View File

@ -1,71 +1,101 @@
Changelog
---------
2012-07-26: Added a "version" check for the flowers dependency: If the
flowers mod defines "flowers:flower_geranium" (as is the case with my update
of 2012-08-01), then those will be used to get blue pigment powder, and violas
will produce violet powder, both of which can be directly used to create their
respective liquid dye colors. If it is not defined (e.g. the user has an
older version of the flowers mod), then violas produce blue dye powder. Violet
dye can still be formed by mixing blue and magenta or blue and red dyes, as
before.
2013-04-30: Multiple changes
2012-07-26: Better bottle textures. Note that these are blended against the
50% grey field they normally appear on in the inventory display, so they will
show artifacts if you try to wield them. Don't do that. :-)
* Refactored the code to use default "common" dyes
rather than directly from flowers.
2012-07-26: Split off glass bottles into a separate mod, "Vessels". This mod
now depends on it.
* This mod now depends on "default" and "dye" from the Minetest common
sub-game. Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.
2012-07-25 (almost immediately after): Fixed a copy&paste error for black dye.
* Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.
2012-07-25: Replaced missing craftitem entries and got rid of some redundant
code left over from last update. Added group settings for all dyes according
to recently-published standard. Fixed a few typos in item descriptions, and
straightened up capitalization.
* All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.
* The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with. Now it's just
dry dye powders, as with the default dye mod.
* Also, got rid of the whole paint scheme, in favor of dry powders.
* All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
2012-07-26: Added a "version" check for the flowers dependency: If the
flowers mod defines "flowers:flower_geranium" (as is the case with my
update of 2012-08-01), then those will be used to get blue pigment
powder, and violas will produce violet powder, both of which can be
directly used to create their respective liquid dye colors. If it is
not defined (e.g. the user has an older version of the flowers mod),
then violas produce blue dye powder. Violet dye can still be formed by
mixing blue and magenta or blue and red dyes, as before.
2012-07-26: Better bottle textures. Note that these are blended against
the 50% grey field they normally appear on in the inventory display, so
they will show artifacts if you try to wield them. Don't do that. :-)
2012-07-26: Split off glass bottles into a separate mod, "Vessels".
This mod now depends on it.
2012-07-25 (almost immediately after): Fixed a copy&paste error for
black dye.
2012-07-25: Replaced missing craftitem entries and got rid of some
redundant code left over from last update. Added group settings for all
dyes according to recently-published standard. Fixed a few typos in
item descriptions, and straightened up capitalization.
2012-07-24: Added some extra steps to the dye-making process, added
recommendation that empty bottles be given back to the player on use. Dyes
are still easy to make, they just require a more realistic (and this, harder)
process now.
recommendation that empty bottles be given back to the player on use.
Dyes are still easy to make, they just require a more realistic (and
this, harder) process now.
2012-07-16 (a bit later): fixed a minor error in generation of medium grey.
2012-07-16 (a bit later): fixed a minor error in generation of medium
grey.
2012-07-16: Added a new set of colors, "light" (brightness of 150% versus the
'full' shade), for a total of 89. No 50% saturation version of this set.
Added a palette image showing the full set of colors.
2012-07-16: Added a new set of colors, "light" (brightness of 150%
versus the 'full' shade), for a total of 89. No 50% saturation version
of this set. Added a palette image showing the full set of colors.
2012-07-13: Fixed some missing commas.
2012-07-13: Fixed some missing commas.
2012-07-13: Added a script to aid in the generation of new textures for mods
that depend on unifieddyes. Moved this changelog from the forum into the
distribution directory. Rewrote the README to contain everything from the
forum post, and expanded it to document the new generation script.
2012-07-13: Added a script to aid in the generation of new textures for
mods that depend on unifieddyes. Moved this changelog from the forum
into the distribution directory. Rewrote the README to contain
everything from the forum post, and expanded it to document the new
generation script.
2012-07-12 (a bit later): added groups = {dye=1}, to each register_craftitem
call, to make it easier for other mods to identify the dyes and categorize
them.
2012-07-12 (a bit later): added groups = {dye=1}, to each
register_craftitem call, to make it easier for other mods to identify
the dyes and categorize them.
2012-07-12: moved project to github.
2012-07-11 (continuing): Tweaked the script to remove titanium dioxide from the
output, since it isn't intended to be directly used as a dye/paint (but rather,
to make paint that can then be used). Regenerated colors.txt.
2012-07-11 (continuing): Tweaked the script to remove titanium dioxide
from the output, since it isn't intended to be directly used as a
dye/paint (but rather, to make paint that can then be used).
Regenerated colors.txt.
2012-07-11 (immediately after): The script was reading the wrong pixel from the
image, resulting in lighter-than-correct colors. Fixed it and regenerated the
colors.txt file.
2012-07-11 (immediately after): The script was reading the wrong pixel
from the image, resulting in lighter-than-correct colors. Fixed it and
regenerated the colors.txt file.
2012-07-11: Added a script to list all of the colors and their RGB values and
texture filenames, and a text file containing the output thereof.
2012-07-11: Added a script to list all of the colors and their RGB
values and texture filenames, and a text file containing the output
thereof.
2012-07-08 (a bit later): deleted a few unused files (copy&paste error).
2012-07-08: Major boost in the number of available colors - was 8, now 77.
Should cover pretty much the entire spectrum of colors one might use in this
game.
2012-07-08: Major boost in the number of available colors - was 8, now
77. Should cover pretty much the entire spectrum of colors one might
use in this game.
2012-07-02: Deleted a few redundant files (leftovers from when I wanted to
merge in flowers and then changed my mind).
2012-07-02: Deleted a few redundant files (leftovers from when I wanted
to merge in flowers and then changed my mind).
2012-06-26: Initial upload.