Commit Graph

17 Commits

Author SHA1 Message Date
andersje
5dc18596b9 trapglass variants added. settings.txt enhanced. 2013-08-31 21:31:05 -05:00
andersje
da48353f86 added ability to disable/enable full/med/low-glow glass independently 2013-08-30 20:52:19 -05:00
andersje
ef0071fd77 no longer necessary 2013-08-27 17:27:05 -05:00
andersje
b21069b7f1 massive cleanup. all craft recipes working and tested. 2013-08-27 17:26:24 -05:00
andersje
0409a59892 Merge remote-tracking branch 'upstream/master' 2013-08-26 08:55:36 -05:00
Vanessa Ezekowitz
2e3329227f oops, forgot to remove glass from creative inv after debugging 2013-08-26 05:30:00 -04:00
andersje
1a5f620a30 Rewrote the base code a bit to make the
whole thing more readable. (VanessaE)

Added low-glow and no-glow versions all colors/shades. (andersje)
2013-08-26 05:23:35 -04:00
andersje
32fc400e13 added low-luminescence bricks (lowglow, made with moreblocks:glow_glass) and non-luminescent stained_glass, made with default:glass
enjoy.
2013-08-25 21:53:16 -05:00
andersje
02ec406eb7 now tested with blocks created by previous versions of the mod. should be safe for worlds created before these changes.
superglowglass changed to super_glow_glass.
attempts at setting the hues and dyes and whatnot to fix the craft recipes, since changes to default dyes and unifieddyes broke them some time ago.

manual initialization for blocks and recipes. DON'T USE THIS YET, I'm still working on it.

WORKING:  craft recipes, most blocks, use of new color palette
UNTESTED:  mapping of old blocks to these new blocks
NOT WORKING:  faint, pastel type blocks

much cleaner code.  it LOOKS like the light/pastel blocks should be working perfectly, even when digging through the debug logs...however, they aren't craftable.  I'm not sure why this is.  hopefully, someone can point me in the right direction

dark green, magenta all sorted out now, thanks to vanessaE.
Still, this makes me wonder if I should be using exact dye names everywhere.
also, brown will no longer map to yellow stained glass.

uuuuugh, ugly hack -- had to define separate subs for pastel and faint blocks.  could be worse I suppose.
This is now working for new worlds, but be careful on existing worlds -- it isn't tested there yet, though it SHOULD work.

updates to copyright and usage of the mod.

changelog updated.

doyousketch2 has returned!  fixes to README file, since this is still his baby.

leftover temp file...didn't need to be here.
2013-08-23 11:06:04 -05:00
Vanessa Ezekowitz
849513e165 removed all colors from creative inventory in prep for spray booth mod 2013-08-20 20:48:13 -04:00
doyousketch2
74be8d5284 Update init.lua 2013-05-04 14:54:07 -03:00
doyousketch2
2c54ac76d3 Update README.md 2013-05-04 14:52:23 -03:00
doyousketch2
43d06a647e Merge pull request #1 from VanessaE/alpha
Add alpha channel support for latest git clients/servers, don't use inventory cubes.
2013-05-04 09:10:18 -07:00
Vanessa Ezekowitz
4cac2334e7 Alpha channel support, don't use inventory cubes
Add alpha channel support for latest git clients/servers
(should still work fine on old clients/servers too).

Requires that the client use shaders to see the effect.

Also, removes the calls that create rendered inventory cubes - those
calls are obsolete and should not be used in production, as they prevent
the engine from rendering an actual cube when an item is dropped.
2013-04-28 07:24:02 -04:00
doyousketch2
87bd29965b cleaned up screen cap 2013-02-24 16:56:26 -05:00
doyousketch2
f48f2da8c2 added screen cap 2013-02-24 13:28:45 -05:00
doyousketch2
12c27a8ede First commit 2013-02-24 13:09:02 -05:00