1
0
mirror of https://github.com/mt-mods/signs_lib.git synced 2024-11-17 23:18:13 +01:00
Commit Graph

44 Commits

Author SHA1 Message Date
Niklp
3d0e8d47e6
add setting for custom edit priv (#15)
* add setting for custom edit priv

* fix indent

* hmm maybe now?
2022-10-26 20:00:43 -04:00
Niklp
4018128e84
use signs_lib.S 2022-06-19 08:33:39 +02:00
Niklp09
a9858c76af use MT5 translator 2022-06-18 20:15:43 +02:00
OgelGames
aa5f865131
Add luacheck (#3)
Co-authored-by: syimyuzya <syimyuzya@gmail.com>
2021-12-09 15:46:33 +11:00
Isidor Zeuner
d956c87dbc support for non-ascii characters 2020-11-12 06:02:56 +01:00
Vanessa Dannenberg
dcdee22265 allow mods to pass a function or just true
to the pole and horiz pole check routines, in case they need
their own, custom checking routines, if the usual, simple
checks aren't good enough.

got rid of the allowed-poles table, as it's now obsolete

moved all existing special code into compat.lua, altered to
use this feature.
2019-09-22 03:19:31 -04:00
Vanessa Dannenberg
4ff54c9a4d Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.

Split most signs off into a separate mod, basic_signs, which depends on
this one.  Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.

signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod.  Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).

All signs affected by these changes are similar to what they've always
been, for continuity.  The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.

Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.

Created new wood and steel sign textures, derived from HDX.

See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 12:03:04 -04:00
Vanessa Dannenberg
16f839943b remove redundant node redefine 2019-05-31 14:40:30 -04:00
Vanessa Dannenberg
1d33e15ea5 rework sign type and ownership checks
minor tweaks elsewhere to fit those changes

got rid of a couple of obsolete MT/mtg version checks
2019-05-27 13:32:16 -04:00
Vanessa Dannenberg
dfa47c2519 add protection and ownership checks to default metal sign 2019-05-25 04:45:30 -04:00
Vanessa Dannenberg
34a7242616 add protection checks to all rotate functions
add ownership check to rotation of locked sign
2019-05-25 04:38:17 -04:00
cheapie
c199a33bb8 Cache character textures 2018-11-21 18:49:13 -06:00
Vanessa Dannenberg
eee4cb8112 use basic_materials for padlock
to make locked sign
2018-10-31 13:29:06 -04:00
Vanessa Dannenberg
0f78ef70de add arrow symbols to fonts
accessible by putting ^1 to ^8 (think "arrow number 1", etc) in your text
for narrow-width arrows (good for "wide font" highway signs), or ^a to ^h
for double-width arrows (good for all of the normal narrow-font signs).

in order, arrows 1 and "a" point up, 2/b points up-and-right, 3/c points
right, and so on, turning clockwise

Any other ^x pair just renders directly (no escape char, sorry)
2018-10-09 07:49:41 -04:00
tenplus1
00148f4770 remove print 2018-09-26 12:21:17 +00:00
tenplus1
e57faeb8cf pass node information to sign update function, remove all entities on update incase of rogue 2018-09-26 12:13:34 +00:00
Vanessa Dannenberg
6995c3e768 fix screwdriver rotation on all sign types
add it where missing
2018-09-26 05:14:27 -04:00
Jat15
907797ba11 Fix crash if sign is "unknown block" 2018-05-25 03:01:24 +02:00
Vanessa Dannenberg
c30e7ce0fa
Merge pull request #26 from codexp/issue-25
add support for cyrillic characters
2018-05-11 09:21:51 -04:00
codexp
fa5b88197e add russian translation 2018-03-24 22:27:54 +01:00
codexp
c6e81f2882 add support for cyrillic cahracters 2018-03-24 20:35:42 +01:00
Vanessa Ezekowitz
a755607f7d remove unneeded recipe for locked sign 2017-09-25 23:29:44 -04:00
fat115
96161c18dc updated intllib method (po/pot files)
added french translation (complete)
german and spanish translations are incomplete
2017-07-31 18:55:35 +02:00
tenplus1
cba3e847d9 add nil check
add nil check to fix this error: https://github.com/minetest-mods/signs_lib/issues/18
2017-07-19 19:46:54 +01:00
AntumDeluge
a33f58df61 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2017-05-12 21:57:11 -07:00
Dorian Wouters
523978edcf
Fix unplaceable signs on blocks w/ on_rightclick when sneaking 2017-03-05 13:56:13 -05:00
Vanessa Ezekowitz
7657d0d1f2 pass pointed_thing to on_rightclick 2017-01-28 06:59:19 -05:00
xisd
9daf035d44 colored metal signs optional and display size
That a small change but for someone who try to prevent having one craft guide page per item (and multiples variants) it make all the difference :)
This mod is great but it would be even greater if it was easier to configure
like an option use_big_font_size that would change CHARS_PERLINE from 30 to 12  and NUMBER_OF_LINES from 6 to 3
(I tried to do that but I failed)
2016-10-04 10:43:07 +02:00
Vanessa Ezekowitz
db0973439c minor API change: defaultcolor -> default_color 2016-09-15 08:40:16 -04:00
Vanessa Ezekowitz
4481ea8726 infinite stacks only depend on creative mode now
(don't care of unified inventory is installed)
2016-09-15 08:33:23 -04:00
Vanessa Ezekowitz
9dab7d8736 add default steel sign to restore-entities LBM 2016-09-15 07:57:34 -04:00
Vanessa Ezekowitz
a6caa51a85 allow custom nodes to define the text entity's size
in your node def, add:

text_size = {x=foo, y=bar},

Size defaults to x=0.8 and y=0.5, respectively.
2016-09-15 07:20:34 -04:00
Vanessa Ezekowitz
707f28c309 removed metal sign -> locked wooden sign recipe
(makes no sense in practice)
2016-09-09 06:45:50 -04:00
Vanessa Ezekowitz
a6be7f222d Allow setting default text color in sign node def
Caveat: signs used to reset the text color to black at the start of each
line. Now, they reset to the node's default text color, after which
users' "#x" color codes are applied.  This means some signs will change
to a new color where the user didn't explicitly set it.  This will only
be visible on green, red w/white border, white w/red border, blue, and
brown metal signs, as these have either white or red as the new default
color.  All other signs will render in black, as usual.
2016-09-09 05:37:36 -04:00
Vanessa Ezekowitz
b85eabb58d added option to specify text position when making a custom sign node 2016-09-09 04:32:51 -04:00
Vanessa Ezekowitz
5bbaa4f294 remove debug stuff 2016-09-09 04:14:34 -04:00
Vanessa Ezekowitz
9d6d9b11e1 add support for visible text on default steel signs
(if defined by subgame)
2016-09-09 04:08:20 -04:00
Vanessa Ezekowitz
931a3e2b15 Use minetest_game steel sign to craft the various colored metal signs
instead of using steel ingots.  Reduced yield to one per craft.

(the "sheet metal" recipes still exist for users of "steel" mod, yield
there is unchanged)
2016-09-09 03:45:25 -04:00
Vanessa Ezekowitz
fef163662a adjusted positions of all signs' entities
to move them to approx. 1 pixels in front of the surface

(trying to workaround an apparent irrlicht/Minetest precision glitch on
entity reload)
2016-09-09 03:28:32 -04:00
Vanessa Ezekowitz
7735a3a382 Clarify comment/reason for LBM 2016-09-09 02:55:21 -04:00
Carter Kolwey
d85713cf63 Use LBM instead of ABM to restore sign text 2016-09-03 15:09:55 -05:00
Auke Kok
cbe3c8a811 "debug" is not a valid log level. 2016-04-23 19:57:16 -07:00
Diego Martinez
2f2f1e4b0a Support renamed default wooden sign. 2016-03-14 20:26:11 -03:00
Diego Martinez
7d87049693 First commit.
Split from [homedecor](https://github.com/VanessaE/homedecor_modpack).
See the homedecor repository's commit log for full history.

Additionally, removed extra fonts. These will be distributed separately
to avoid bloating the repo too much.
2016-03-14 19:03:44 -03:00