Vanessa Ezekowitz
aeb179a129
API CHANGE: after_dig_node instead of on_destruct
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This also fixes the case where digging a block just drops
the dye on the ground instead of putting it in the player's inv.
2017-01-28 08:05:44 -05:00
Vanessa Ezekowitz
0fbf6baa72
fix facedir not being set when simple node placement fall-through is called
2017-01-28 07:19:30 -05:00
Vanessa Ezekowitz
525a143398
removed obsolete scripts and image
2017-01-26 19:37:29 -05:00
Vanessa Ezekowitz
4622d25e76
fix wrong param2 setting
2017-01-26 19:02:55 -05:00
Vanessa Ezekowitz
3e93c10cfd
handle both cases of nodes being set with facedir
2017-01-26 15:49:06 -05:00
Vanessa Ezekowitz
2959698111
remove debug statements
2017-01-26 14:21:54 -05:00
Vanessa Ezekowitz
b42376ba3d
improve handling of greyscale in get-hsv function
2017-01-26 13:51:38 -05:00
Vanessa Ezekowitz
1c5d79800f
add an alternate "find HSV" function.
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Note that if the result is greyscale, the name ("black", "grey", ...) is
returned in the "hue" field, sat is empty string, and val is "light",
"dark", or empty string.
2017-01-26 13:42:36 -05:00
Vanessa Ezekowitz
b1ad76ab72
handle a few more color-to-grey and grey-to-color cases
2017-01-26 11:23:34 -05:00
Vanessa Ezekowitz
3f7fb1af74
Just do the node's color search manually
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(to handle cases where the node has more than just the standard-format
nodename:[shade_]hue[_s50] naming, e.g. stairsplus nodes like:
nodename:stair_[shade_]hue[_s50][_some_extra_details]
2017-01-26 11:06:31 -05:00
Vanessa Ezekowitz
4f1303aac1
handle special cases for greyscale dyes and unpainted nodes
2017-01-26 07:10:48 -05:00
Vanessa Ezekowitz
1773af6868
rework how split palettes are handled
2017-01-26 06:18:37 -05:00
Vanessa Ezekowitz
1c7f403f29
add "split" palette for mods that need facedir + param2 color
2017-01-25 18:21:26 -05:00
Vanessa Ezekowitz
00459f8859
only allow placing the wielded thing if it's actually a node
2017-01-25 16:05:24 -05:00
Vanessa Ezekowitz
1426efb517
include standard 89-color UD palette
2017-01-25 13:56:31 -05:00
Vanessa Ezekowitz
7c48587c6a
add a few missing aliases
2017-01-25 13:19:20 -05:00
Vanessa Ezekowitz
17522711de
Add some helper functions to support the new param2-style coloring
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Most of the code came from cheapie's plasticbox mod
2017-01-25 12:59:49 -05:00
Auke Kok
d21cbc129d
Adding standard mod files
2016-03-27 21:36:36 -07:00
Mahmut Elmas
8d49d58331
Update and rename locale to locale/tr.txt
2015-03-02 19:36:15 +02:00
Vanessa Ezekowitz
4d58fda283
OPTIMIZE _ALL_ THE TEXTURES! \:D/
2015-01-23 14:10:13 -05:00
Vanessa Ezekowitz
127caef5b3
use current intllib API
2014-12-27 01:02:35 -05:00
Vanessa Ezekowitz
ef9c129aa2
fix licensing since bucket images aren't used anymore
2014-10-04 11:40:16 -04:00
Xanthin
4191f40c7c
add support for intllib translation mod
2014-03-20 02:11:30 +01:00
Xanthin
4a9c8bc20f
german translation
2014-03-20 02:07:49 +01:00
Xanthin
b3d0977614
Create template.txt
2014-03-20 02:06:54 +01:00
Vanessa Ezekowitz
08fe211bde
local-ize a few variables/tables
2013-12-15 13:03:38 -05:00
Vanessa Ezekowitz
9ea6469506
fix brain-o (copy&paste error) in groups for light grey
2013-08-11 23:59:16 -04:00
Vanessa Ezekowitz
6d71b346a1
removed all dye colors from the creative inventory, to reduce clutter.
2013-07-21 05:04:05 -04:00
Vanessa Ezekowitz
da0bba41f0
Ran all textures through pngquant.
2013-05-30 17:29:52 -04:00
Vanessa Ezekowitz
83c8605a1a
Ran all textures through pngcrush.
2013-05-30 15:48:18 -04:00
Vanessa Ezekowitz
58d07ae30e
Removed "Full" from descriptions - it's redundant if everything else says
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"light", "medium", or "dark".
2013-04-30 22:20:38 -04:00
Vanessa Ezekowitz
5e47097051
Tweak readme slightly
2013-04-30 06:35:00 -04:00
Vanessa Ezekowitz
cce31fa00a
update readme, delete obsolete unified dyes textures
2013-04-30 06:28:26 -04:00
Vanessa Ezekowitz
a9c803b14f
Refactored the code to use default "common" dyes
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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.
2013-04-30 06:08:34 -04:00
Vanessa Ezekowitz
652a0c9a89
Added a version of gentextures that uses jpeg for the base and output images
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(overlay still needs to be png or some other alpha-capable format).
2013-04-19 18:00:26 -04:00
Vanessa Ezekowitz
a865a081a7
Added creative commons license to the license file.
2013-02-07 01:43:59 -05:00
Vanessa Ezekowitz
411cc8de39
Added licensing information headers and LICENSE file.
2013-02-07 01:38:34 -05:00
Vanessa Ezekowitz
04b07689da
fixed missing replacements for white paint -> empty bucket
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when crafting light colors.
2013-01-30 17:32:50 -05:00
Vanessa Ezekowitz
2f02d5c345
fixed incorrect groups setting for blue dye.
2012-08-19 21:05:00 -04:00
Vanessa Ezekowitz
1c8945b9d8
forgot to add in the recipes to make blue and violet dyes after adding the
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special case for the existence of geraniums.
2012-08-05 23:41:22 -04:00
Vanessa Ezekowitz
48356ea59c
Added a "version" check for the flowers dependency:
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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.
2012-08-01 19:14:49 -04:00
Vanessa Ezekowitz
bebf865d1a
oops, forgot a couple of spaces and 'fi' endings. next time, test the damn
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thing.
2012-08-01 03:00:50 -04:00
Vanessa Ezekowitz
78da946a40
added quick sanity checks to gentextures.sh, to make sure imagemagick and bc
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are really there.
2012-08-01 02:38:54 -04:00
Vanessa Ezekowitz
821e64db90
Changed glass bottle recycling so that it uses the vessel mod's "glass
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fragments" in the process instead of direct-to-glass-blocks.
2012-07-31 20:12:00 -04:00
Vanessa Ezekowitz
18b5e49338
moving all screenshots to a separate site.
2012-07-31 10:26:17 -04:00
Vanessa Ezekowitz
3fe7aed0e8
just getting rid of some *~ files
2012-07-30 18:01:48 -04:00
Vanessa Ezekowitz
9c4ab8d3d2
added a proper .gitignore file.
2012-07-30 17:59:49 -04:00
Vanessa Ezekowitz
c785198bd8
Added in the non-blended versions of the bottle textures as a set of
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alternates.
2012-07-29 19:14:32 -04:00
Vanessa Ezekowitz
1dd77fe69d
new screenshots.
2012-07-29 19:03:32 -04:00
Vanessa Ezekowitz
8f9659605e
Better bottle textures.
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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. :-)
2012-07-29 18:36:51 -04:00