Commit Graph

92 Commits

Author SHA1 Message Date
Vanessa Ezekowitz
aeb179a129 API CHANGE: after_dig_node instead of on_destruct
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.
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
(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
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
"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
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
(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
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
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:
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
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
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
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
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.
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