Vanessa Dannenberg
d2512952d9
forgot to add pink to craft helper
2018-08-22 20:06:29 -04:00
Vanessa Dannenberg
5557178cb4
proper handling of 89-color "split" palette in craft helper
2018-08-22 20:01:03 -04:00
Vanessa Dannenberg
4847b926d5
preserve color bits in rotation fixup calls
2018-08-22 04:25:43 -04:00
Vanessa Dannenberg
e3648f77e2
remove debug prints
2018-08-22 03:27:17 -04:00
Vanessa Dannenberg
b49ed1724b
fix hue table type for wallmounted in craft helper
2018-08-22 03:14:20 -04:00
Vanessa Dannenberg
a55f6faa14
further refine how colored itemstacks work
2018-08-21 23:28:17 -04:00
Vanessa Ezekowitz
a8caed8195
separate the make-colored-itemstack code into its own function
2017-06-20 17:01:54 -04:00
Vanessa Ezekowitz
731c7d133e
disable old after_dig_node() callbacks
...
(don't split a digged node into neutral+dye)
2017-06-20 17:01:54 -04:00
Vanessa Ezekowitz
ad8ab99bd8
disable auto-coloring code entirely
2017-06-20 17:01:54 -04:00
Vanessa Ezekowitz
07101b99fe
add helper function for crafting param2-colorized items
...
One call registers the full set of 32, 89, or 256 colors.
Pass it a recipe of the following general form
```lua
unifieddyes.register_color_craft({
output = "mymod:colorized_node",
type = <nil or "shapeless">
palette = <see below>,
neutral_node = "some_mod:neutral_node",
recipe = {
<see below>
}
})
```
palette may be either "wallmounted" (32 colors), false or omitted
entirely (89 colors), or "extended" (256 colors).
The recipe section is either a shapeless list, or a standard three-line
shaped recipe, same as the regular register_craft() function. The key
difference is two placeholder keys that are now supported:
* if an item in the recipe is "MAIN_DYE", then Unified Dyes will, with
each pass of its registration loop, substitute the actual "dye:foo"
craft item in its place which corresponds with the current loop's color.
* if an item in the recipe list is "NEUTRAL_NODE", then the value of the
"neutral_node" field will be substituted in its place.
The expectation here is that the modder probably has some base recipe in
mind that, given no dyes, would result in a neutral, uncolored node. This
call creates all the recipes that would be needed to craft colored versions
of that neutral node either using that base recipe with dye added, or by
crafting the neutral node with some dye after the fact.
2017-06-20 17:01:54 -04:00
Vanessa Ezekowitz
495479c6a2
remove a few redundant aliases
2017-06-20 16:11:15 -04:00
Vanessa Ezekowitz
0822757382
add alternate recipe for dark orange
2017-06-20 16:04:00 -04:00
Vanessa Ezekowitz
ffd03b9c3c
clean-up of dark/medium orange and light/red
...
(fixes #13 )
2017-06-20 15:44:28 -04:00
Vanessa Ezekowitz
8b20a069d3
rotation fixes for compat with minetest 0.4.16
2017-06-04 16:17:37 -04:00
Vanessa Ezekowitz
9dd533f4a0
Merge pull request #9 from AntumDeluge/settings
...
Replace deprecated 'setting_getbool' with 'settings:get_bool'
2017-05-18 05:44:39 -04:00
AntumDeluge
73e05d9c76
Replace deprecated 'setting_getbool' with 'settings:get_bool'
2017-05-13 16:55:37 -07:00
AntumDeluge
df3f1b18ab
Replace deprecated call to 'get_look_yaw' with 'get_look_horizontal'
2017-05-03 23:05:40 -07:00
Vanessa Ezekowitz
df177c26a7
allow shift-punching on a colorable node, to cancel auto-coloring
...
also add a message in the chat when auto-color is activated, and with what.
2017-03-18 15:56:28 -04:00
Vanessa Ezekowitz
cf186f5f9c
make sure the pointed thing is a node before checking protection
2017-03-18 14:37:09 -04:00
Vanessa Ezekowitz
726bb75e1d
add recolor-on-place helper
...
if you add `after_place_node = unifieddyes.recolor_on_place,`
to your node def, UD will automatically colorize the node when
placed, using the last dye you colored that kind of node with.
If you switch to some other colorable node, or you run out of whatever
color dye you were using at the time, a warning message will be printed
and the autocolor will be reset back to neutral.
If a player signs off, autocolor for him/her is reset to neutral
(this also helps prevent a minor memory leak)
also get rid of one or two debug prints.
2017-03-18 03:26:05 -04:00
Vanessa Ezekowitz
8fc5468212
remove outdated comment
2017-03-17 22:26:51 -04:00
Vanessa Ezekowitz
63153f1093
protection check on_use
2017-03-17 03:18:06 -04:00
Vanessa Ezekowitz
15b6016f0f
on_construct for nodes that were 89-color or static,
...
but now use an LBM to convert to the 256-color palette
2017-03-14 02:05:52 -04:00
Vanessa Ezekowitz
978e88bda5
don't crash if the dye target is an unknown node :P
2017-03-11 21:20:10 -05:00
Vanessa Ezekowitz
70b1f9fbc9
made base_color_crafts, shade_crafts,
...
and greymixes tables globally accessible
2017-02-26 22:32:56 -05:00
Vanessa Ezekowitz
2804327825
get rid of some redundant variables
...
(just directly reference the table elements instead)
2017-02-26 18:56:12 -05:00
Vanessa Ezekowitz
315dfb8283
add another recipe
2017-02-26 18:39:41 -05:00
Vanessa Ezekowitz
f852fb6861
add more hue recipes
...
also fix a variable that got capitalized for some reason
2017-02-26 18:37:34 -05:00
Vanessa Ezekowitz
2b9831a869
add more "direct" recipes
...
for the more esoteric colors
2017-02-26 17:57:44 -05:00
Vanessa Ezekowitz
0cd0758c08
only use the node def's palette entry to check palette type
...
(don't assume it has to be paramtype2="color", otherwise that screws up
uncolored nodes that need this check for on_use)
2017-02-26 10:55:49 -05:00
Vanessa Ezekowitz
46a55946ef
define on_use for default dyes
...
(forgot to include the overrides)
2017-02-25 16:45:57 -05:00
Vanessa Ezekowitz
dcf9bf648f
override default dyes to keep their hues/shades consistent
...
with how this mod uses them. Also fix missing aliases for same.
2017-02-25 16:41:16 -05:00
Vanessa Ezekowitz
58cac62bf4
clean up greyscale portion of extended palette
...
remap greys slightly, tweak related recipes
2017-02-25 15:41:14 -05:00
Vanessa Ezekowitz
22243fa684
add grey crafts and consolidate slightly
2017-02-25 14:41:53 -05:00
Vanessa Ezekowitz
9f36afaf50
greys were mapped slightly wrong, fixed
2017-02-25 14:07:35 -05:00
Vanessa Ezekowitz
3f9e8e4554
fix missing full-s50 defs,
...
fix a couple more broken recipes
2017-02-25 13:22:08 -05:00
Vanessa Ezekowitz
92da3a5345
add crafting recipes for all hues and some greys
...
also fix broken light grey registration
2017-02-25 12:44:22 -05:00
Vanessa Ezekowitz
91d260b538
make some color tables globally accessible (in unifieddyes namespace)
2017-02-24 22:52:05 -05:00
Vanessa Ezekowitz
e3f73e07e7
remove some debug statements
2017-02-24 21:56:29 -05:00
Vanessa Ezekowitz
fe455a7e44
dyes -> not in creative inv
2017-02-24 20:42:04 -05:00
Vanessa Ezekowitz
d2819353c2
fix greys in palette conversion table
2017-02-24 20:13:43 -05:00
Vanessa Ezekowitz
fbe762cf19
it's okay to use an oversized palette
...
also formula for 89->256 table was wrong
2017-02-24 19:57:48 -05:00
Vanessa Ezekowitz
e0c87656ed
Mark the node via its metadata if it's been painted with 256-color palette
2017-02-24 19:21:15 -05:00
Vanessa Ezekowitz
cf89bc6a24
translate new dye names to old for 89-color palette check
2017-02-24 18:48:02 -05:00
Vanessa Ezekowitz
50013d21d1
Add detection and setting of new palette
...
(with any luck, all that's left now is to update the mods that use
Unified Dyes, where the new palette is wanted)
2017-02-24 18:38:15 -05:00
Vanessa Ezekowitz
9ad1f28ae1
auto-generate the various dye craftitems
...
and base them all on a single colorized texture.
2017-02-24 17:40:37 -05:00
Vanessa Ezekowitz
68f8c18bc3
get rid of HUES2 table (use string ops to replace it)
2017-02-24 14:28:38 -05:00
Vanessa Ezekowitz
0ceb8f0afe
add extended palette
...
full 256-color range:
24 full hues, with four lighter shades and two darker shades, plus
low-saturation versions of the full and darker shades,
and 16 levels of greyscale
2017-02-24 14:21:59 -05:00
adrido
34299b01a0
fix not being able to pick up dropped objects while wielding dye
2017-02-21 07:46:38 -05:00
Vanessa Ezekowitz
295cd027f2
add on_rotate handler
...
to correct rotation for "fake wallmounted" nodes so that they always appear
to be on the floor, pointing at one of the four NSEW directions.
2017-02-18 13:00:06 -05:00