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175 Commits

Author SHA1 Message Date
Niklp
de6e2e0e35
Fix nil crash when calling unifieddyes.on_dig() w/o PlayerRef (#21) 2024-04-19 15:41:56 +02:00
Luke aka SwissalpS
3e45f316a3
coloured nodes aren't ground content (#19) 2024-03-07 07:14:22 +01:00
Buckaroo Banzai
ecd05bfd90
Bump min_minetest_version to "5.5.0" (#17)
closes #16
2023-11-27 22:04:35 +11:00
fluxionary
5af9254c3a
fix logic of unifieddyes.on_dig to conform w/ documentation (#15) 2023-11-23 17:05:42 +01:00
wsor4035
36c8bb5f5b
fix https://github.com/mt-mods/unifieddyes/issues/11#issuecomment-1469934442 - syntac formating for translation files(remove whitespace) - make wuzzy happy 2023-03-15 22:11:08 -07:00
Thomas--S
96a939c069
Airbrush: Fix dye selection by not relying on internal behaviour of minetest.serialize (#10) 2022-09-11 11:49:23 +02:00
unknown
878377301f respect the shift click convention and fix unreachable if else(if) tree 2022-05-29 10:29:47 -04:00
OgelGames
2af4f1fb98 Revert "workaround for engine bug in crafting, placing, digging items with a palette index of 0"
This reverts commit eb5610fc10.
2022-05-07 16:50:23 +10:00
unknown
c079888023 workaround patch for https://github.com/minetest-mods/i3/issues/68 closes https://github.com/mt-mods/unifieddyes/issues/7 2022-04-23 22:37:55 -04:00
wsor4035
ed895734f2
fix luacheck error 2022-04-15 17:58:13 -04:00
wsor4035
26994e39f2
fix https://github.com/mt-mods/unifieddyes/issues/6 2022-03-29 23:01:55 -04:00
wsor4035
41dd54d1be
Merge pull request #5 from mt-mods/luacheck
make game agnostic, add luacheck, add github actions
2022-02-24 11:19:01 -05:00
unknown
608c80662a patch broken colors in airbrush and bump min to 5.3.0 2022-02-23 22:37:58 -05:00
unknown
934ac7180b make it game agnostic 2022-02-22 22:15:16 -05:00
unknown
62526b9a3b add luacheck 2022-02-22 22:07:53 -05:00
wsor4035
521b73d4ed
update api link 2022-02-22 21:44:39 -05:00
Vanessa Dannenberg
ff3b2d30fa Fix right-click crash on unknown nodes 2021-04-20 12:30:39 -04:00
Vanessa Dannenberg
7de142dd34 fix airbrush not showing color picker dialog
when doing sneak + right-click on a node which has a formspec
in its metadata.

Right-clicking any node without a formspec in its meta will
trigger the color picker as usual, without holding sneak.

This also makes the "use this thing's color" feature use aux1
+ right-click on most nodes, when it was sneak + right-click
before.

On a node with a formspec in its meta, the engine will
intercept the right-click before UD can see it, but then drop
back to UD if the user is holding sneak, so to pick the color
of one of these nodes, use sneak + aux1 + right-click.

(on my setup, sneak is bound to "Shift", aux1 is "E").
2021-03-26 03:27:36 -04:00
Vanessa Dannenberg
734d411e7a split init.lua into multiple files by category 2021-03-26 03:18:39 -04:00
Vanessa Dannenberg
6873ad372a Merge branch 'translatable-color-string' into 'master'
Fix translatability of colornames

See merge request VanessaE/unifieddyes!9
2021-01-13 09:40:16 +00:00
Robert Timm
71a35d4d87 Fix translatability of colornames 2021-01-13 09:40:16 +00:00
Vanessa Dannenberg
f298584761 Merge branch 'more-translation-german' into 'master'
Add more german translation

See merge request VanessaE/unifieddyes!8
2021-01-13 09:35:43 +00:00
Robert Timm
ba7fa97af1 add more german translation 2021-01-13 08:34:16 +01:00
VanessaE
eb5610fc10 workaround for engine bug in crafting, placing, digging
items with a palette index of 0

(see https://github.com/minetest/minetest/issues/10687 )
2020-12-02 09:42:33 -05:00
Vanessa Dannenberg
30c55bec6d Merge branch 'airbrush_on_place' into 'master'
Allows the airbrush to be placed into itemframes from homedecor

See merge request VanessaE/unifieddyes!7
2020-08-21 01:36:51 +00:00
Louis Royer
e2c35e6694 Allows the airbrush to be placed into itemframes from homedecor 2020-08-21 03:27:13 +02:00
Vanessa Dannenberg
c91c68e0f5 Merge branch '6-move_item_crash' into 'master'
fix(bug):fix for a rare crash due to on_dig callback by non-player.

Closes #6

See merge request VanessaE/unifieddyes!6
2020-07-09 16:19:35 +00:00
za267
09f95729c5 fix(bug):fix for a rare crash due to on_dig callback by non-player. 2020-07-09 12:05:10 -04:00
VanessaE
71d7e3c954 add minimum minetest version key for contentdb 2020-06-03 13:00:38 -04:00
VanessaE
17e87a8162 add sanity checks for when what should be a player/digger is nil 2020-05-10 18:41:17 -04:00
Vanessa Dannenberg
b55c87411d Merge branch 'mt5-locales' into 'master'
Use mt5 translation api

See merge request VanessaE/unifieddyes!5
2020-02-14 02:24:50 +00:00
Louis Royer
2d13513de0 Use mt5 translation api
This allow client side translation.

I also enabled translation on Dye Airbrush interface and added
`basic_materials` to `depends` since it is used for Dye Airbrush craft
(but, it could be moved to `optional_depends` if we check mod is loaded
to register craft).
2020-02-13 19:57:05 +01:00
Vanessa Dannenberg
c6883a8300 Merge branch 'fix_drop_fix' into 'master'
prevent crash when dropping item

See merge request VanessaE/unifieddyes!3
2019-09-23 01:49:50 +00:00
flux
22dc40cacc prevent crash when dropping item 2019-09-23 01:49:50 +00:00
Vanessa Dannenberg
9271f07f12 fix incorrect drop behavior when stipping bogus color
in the case of full inv.

Should be the same as normal Minetest behavior now:

In survival mode, the node is deleted, then:

* If there is room in your inv, you get whatever the node
  would normally give you.

* If there's no room, the node drops to the ground as an item
  entity.

In creative mode, the node is deleted, then:

* If you don't already have one of the item, you get one.

* If you already have one, or if there's no room in your
  inventory, "you'll get nothing and LIKE it!" :-)

Also: made sure to check for creative priv as well as proper
creative mode.
2019-09-15 23:57:58 -04:00
Vanessa Dannenberg
0082b1513a remove an obsolete function reference 2019-07-20 04:29:31 -04:00
Vanessa Dannenberg
d59ccd3298 document the new on_dig function 2019-07-20 04:28:53 -04:00
Vanessa Dannenberg
9ff40a7fe6 Add a helper function to reset a node's/item's color info
if a neutral node somehow ends up with different itemstack
meta when placed and then later dug.  Prevents look-alike stacks.
2019-07-18 02:00:56 -04:00
Vanessa Dannenberg
e048da9c3c remove mentions of on_construct
(outdated, no longer valid or necessary)
2019-07-07 15:53:03 -04:00
Izzle
6c8a0b2387 Add Russian translations 2019-06-26 10:27:48 -04:00
Vanessa Dannenberg
10ab87bf65 prevent crash in setting sky color
if get color from name return nil
2019-05-25 04:14:12 -04:00
Vanessa Dannenberg
f59c8affc1 Merge branch 'master' into 'master'
Fixed yield for crafted dyes.

See merge request VanessaE/unifieddyes!2
2019-02-07 15:19:47 +00:00
Michal Cieslakiewicz
667bce80b9 Fixed yield for crafted dyes.
Fix a bug that caused multiple inconsistent recipes to appear
(identical dye resources gave different dye output quantity).

Signed-off-by: Michal Cieslakiewicz <michal.cieslakiewicz@wp.pl>
2019-02-07 10:08:04 +01:00
Vanessa Dannenberg
5039a8ce07 Merge branch 'patch-1' into 'master'
Fix numbers relating to greys

See merge request VanessaE/unifieddyes!1
2018-12-16 00:09:21 +00:00
Alexand(er|ra) Yst
13a8cbb38f Some of the numbers relating to greys are used inconsistently, making three of the palette colours unreachable. This bug patch fixes the numbers and restores full usability of the palette. 2018-12-15 10:53:35 +00:00
cheapie
58dd71e561 Add function to get the hex color from a dye name
(oh, and https://www.youtube.com/watch?v=OEVFbrEv83w too)
2018-12-01 17:59:00 -06:00
Vanessa Dannenberg
1fd850d37c change airbrush recipe
to 1 brass ingot, 2 steel ingots, and 1 plastic sheet
2018-11-23 10:38:05 -05:00
Vanessa Dannenberg
334de564fd fix crash
when trying to airbrush unknown nodes or nodes without palettes.
2018-10-19 16:00:05 -04:00
Vanessa Dannenberg
545968517b more strict checking of need to reset param2 on place
fixes wood (coloredwood mod), stone (blox mod), bricks (unified
bricks mod), etc.  being rotated wrong
2018-10-12 07:55:09 -04:00
Jat15
368205d3b8 Add VALS_SPLIT for craft
Add faint + light.
2018-10-05 05:23:02 +02:00
Vanessa Dannenberg
feed6d5aae add human-readable color names to tooltips and "your selection
in airbrush form, plus minor re-arrangements and size adjustment to fit.
2018-09-23 18:11:07 -04:00
Vanessa Dannenberg
4811847655 check palette filename when airbrushing to determine mode.
(relying just on paramtype2 doesn't work :-/ )
2018-09-13 22:32:12 -04:00
Vanessa Dannenberg
44629935d2 turn unavail colors in selector into non-clickable flat images
(instead of making them all buttons)
2018-09-13 00:17:13 -04:00
Vanessa Dannenberg
ccbedcd3d6 allow passing an explicitly-available list of colors for airbrush 2018-09-13 00:03:59 -04:00
Vanessa Dannenberg
622d09a243 get rid of colors.txt, outdated 2018-09-12 23:08:17 -04:00
Vanessa Dannenberg
27fe090395 clarify item desc in split palette register nodes helper 2018-09-12 22:44:24 -04:00
Vanessa Dannenberg
230ac1342a remove debug prints 2018-09-12 22:39:44 -04:00
Vanessa Dannenberg
e921095006 allow access to the 0 column in the split palettes
which now contains a "faint" shade of each color
brings the total to 197 colors in split mode.
2018-09-12 22:37:52 -04:00
Vanessa Dannenberg
3eb3a9a330 expand old split-89 palette to 176 colors
(by adding more hues, now has all 24 in 7 shades each
plus 5 greys)
2018-09-12 22:29:57 -04:00
Vanessa Dannenberg
078a998d29 append output given to color craft helper if prefix/suffix are used
(if any; allows specifying an item count/yield for the recipe)
2018-09-12 20:34:28 -04:00
Vanessa Dannenberg
4b88997360 add helper function for registering split palette nodes 2018-09-12 20:19:07 -04:00
Vanessa Dannenberg
ef7d357e0b make sure group.ud_param2_colorable exists before trying to check its value :P 2018-09-12 19:40:22 -04:00
Vanessa Dannenberg
66774213e2 use the node's paramtype2 instead of its palette filename
to decide what the airbrush should do with it.

(that plus a few related changes allows coloredwood mod to make
the airbrush work on stairsplus cut plain wood slabs/slopes/et. al)
2018-09-12 18:32:04 -04:00
Vanessa Dannenberg
ad21862eee add hues+greys table 2018-09-12 16:38:42 -04:00
Vanessa Dannenberg
ad12387432 use "split" for split-89 palette instead of true. 2018-09-08 12:09:25 -04:00
Vanessa Dannenberg
7b18314235 drop support for the old 89 color palette - obsolete
(the full version)
2018-09-08 11:49:20 -04:00
Vanessa Dannenberg
73a062f026 don't register pink recipe twice for wallmounted 2018-09-08 11:30:14 -04:00
Vanessa Dannenberg
0413f23df1 fix incorrect handling of "azure" re: wallmounted palette
(it doesn't exist there :P  replaced with light blue)
also fixed missing craft helper recipe for same
and fixed missing light_red in color<->palette table.
2018-09-08 11:21:00 -04:00
Vanessa Dannenberg
8fbd9cd23b condense legend a bit
move selected dye label over next to/under "Your selection"
2018-09-08 11:08:37 -04:00
Vanessa Dannenberg
997d703b94 eliminate most egregious string concats in color select form
build it into a table and return table.concat()
instead of using foo = foo..bar or foo = bar..baz..meh  everywhere
2018-09-08 10:53:25 -04:00
Vanessa Dannenberg
95f009a282 show in color selector when a dye is on-hand in survival, but unavailable
(right-clicked node can't use it)
2018-09-08 10:24:08 -04:00
Vanessa Dannenberg
fb2c14b4a8 rename "available" overlay to "onhand" 2018-09-08 10:15:51 -04:00
Vanessa Dannenberg
42093582df show "on hand" indicators in "avail only" screen 2018-09-08 10:13:31 -04:00
Vanessa Dannenberg
3cbb25d92a pass inv to colored squared function 2018-09-08 10:09:42 -04:00
Vanessa Dannenberg
0589d8f02e dim-out the user's color choice in the color selector
and reject it on clicking "Accept",
if they went to "Show All" to select a color,
but then went back to "Show Avail" before clicking Accept.

(i.e. only accept what's shown as available to click on)
2018-09-08 10:05:13 -04:00
Vanessa Dannenberg
fc199cced4 moved the formspec code for the colored squares to its own function 2018-09-08 09:47:31 -04:00
Vanessa Dannenberg
da9ab7215c make airbrush show only the colors the right-clicked node can use
(with button to toggle between that mode and show-all)
2018-09-08 09:09:13 -04:00
Vanessa Dannenberg
19febc877d fix typo 2018-08-28 22:50:05 -04:00
Vanessa Dannenberg
c3036aba00 handle special case of split palette with full colors in node name
also check for ud_param2_colorable before proceeding to airbrush
also handle new -> old color names in split palette switching
2018-08-28 22:44:02 -04:00
Vanessa Dannenberg
d53fb146dd show the player's current painting-with color,
if no color is selected, if any

if no painting-with and no selected, shows a "?"
2018-08-27 20:01:15 -04:00
Vanessa Dannenberg
5b1051f8ae show the "your selection" legend in creative mode
(since it now shows the selected color instead of an empty box)
2018-08-27 19:52:15 -04:00
Vanessa Dannenberg
62806f795e better handling of exiting the color selector form
also prints a warning if the user clicked "Accept" without a color selected
2018-08-27 19:45:34 -04:00
Vanessa Dannenberg
057baacf2d make "Your selection" legend show your selected color
or show a "?" when a color hasn't been chosen
2018-08-27 19:30:36 -04:00
Vanessa Dannenberg
f7cc4be2c3 update API 2018-08-27 02:50:45 -04:00
Vanessa Dannenberg
4dc4b0e08a fix broken re-painting of nodes using the split palettes
(broken in multiple places....oy.)

also, fix wrong light green shade in colorwallmounted palette

also, fixed many wrong/missing aliases and translations between old and current colors
(i.e. aqua<->spring, skyblue<->azure, redviolet<->rose)
2018-08-27 01:10:44 -04:00
Vanessa Dannenberg
3898337fc3 don't try to match last_color to registered_items table, that breaks aliases 2018-08-27 00:05:34 -04:00
Vanessa Dannenberg
088b5ee120 tweak switching-to msg 2018-08-26 22:35:40 -04:00
Vanessa Dannenberg
2e4c2e2667 add "***" to all other warning/info msgs 2018-08-26 22:31:56 -04:00
Vanessa Dannenberg
6ecb115465 warn the user to open the color selector
instead of crashing if they have no color set :-)
2018-08-26 22:27:43 -04:00
Vanessa Dannenberg
4dde37c191 remove "already that color" chat msg (some found it annoying) 2018-08-26 22:16:28 -04:00
Vanessa Dannenberg
c9d7733d87 use right-click (on any random node) to open the color selector
experimental code to read the param2 of a node and make a dye out of it
used by airbrush, shift-right-click to change to that color
2018-08-26 22:15:37 -04:00
Vanessa Dannenberg
0a589e7529 use shift-right-click for color select form
(instead of punch or shift-punch)

Must be pointing at a node, doesn't matter what it is, but with a range
of 12, it's hard not to.
2018-08-26 19:34:01 -04:00
Vanessa Dannenberg
409ee441c4 respect protection 2018-08-26 08:59:28 -04:00
Vanessa Dannenberg
ca1ab44e78 add recipe for airbrush 2018-08-26 08:41:04 -04:00
Vanessa Dannenberg
e13d514ff7 allow shift-punch for airbrush form 2018-08-26 08:28:56 -04:00
Vanessa Dannenberg
fa71e3166c allow replacement nodes during airbrushing 2018-08-26 07:23:40 -04:00
Vanessa Dannenberg
414d72d2a6 new punch-to-colorize scheme
using a tool, the airbrush, for the job

point at air/nothing and punch while wielding the airbrush
to open the color selection form.
2018-08-26 07:10:00 -04:00
Vanessa Dannenberg
568168fe1f better handling of the register_on_placenode rotation fix 2018-08-26 07:09:20 -04:00
Vanessa Dannenberg
c005dc358a minor changes to colorwallmounted palette
got rid of the separate brown swatch in the colorwallmounted palette, as
it was being bypassed by the brown-> medium orange translation --
replaced it with light green.

fixed missing colorwallmounted light blue/azure check-and-return in
get_paletteidx()
2018-08-25 02:40:17 -04:00
Vanessa Dannenberg
c7fc48c8d0 fix some broken aliases,
add some corresponding ones (unifieddyes:* vs. dye:*)
2018-08-25 00:38:24 -04:00
Vanessa Dannenberg
de5f73e976 clarify usage of make_colored_itemstack() 2018-08-24 23:53:53 -04:00
Vanessa Dannenberg
0d00a7eae6 workaround for placing nodes with no color info in itemstack 2018-08-24 11:13:42 -04:00
Vanessa Dannenberg
adf1bc2c50 remove the old obsolete on_use stuff
(was applied to dye items, obsolete now)
2018-08-24 05:41:27 -04:00
Vanessa Dannenberg
35d34d809e more API doc tweaks 2018-08-23 05:56:02 -04:00
Vanessa Dannenberg
28b429785c more API.md tweaks 2018-08-22 22:27:07 -04:00
Vanessa Dannenberg
cac65df76c clarify API regarding neutral_node field 2018-08-22 20:39:45 -04:00
Vanessa Dannenberg
d3274ab66f remove debug prints 2018-08-22 20:07:15 -04:00
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
992bca7e15 update API for new paradigm
plus some minor cleanups and style fixes
2018-08-22 01:10:19 -04:00
Vanessa Dannenberg
2a81653492 Merge branch 'colored-itemstacks'
Make colored itemstacks the official code
2018-08-21 23:29:43 -04:00
Vanessa Dannenberg
a55f6faa14 further refine how colored itemstacks work 2018-08-21 23:28:17 -04:00
Vanessa Dannenberg
da24c09f62 check if pointed thing actually works in on_use 2018-08-03 09:22:17 -04:00
Vanessa Dannenberg
cd130cf8de
Merge pull request #23 from katkaha/dye_aliases
adding aliases for brown and grey dyes
2018-05-11 08:57:49 -04:00
katka
f6581b6ba3 adding aliases for brown and grey dyes 2018-05-10 20:13:31 +02:00
Carlos Barraza
48cd40a5c2 Agrege la traducción al español 2018-04-23 20:09:02 -07:00
Vanessa Dannenberg
0d654eafec
Merge pull request #21 from Jat15/patch-2
Fix grayscale with 89-color palette
2017-12-11 15:09:20 -05:00
Jat15
5dc464a4b2
Fix grayscale with 89-color palette
Fixes #19
2017-12-11 10:35:30 +01:00
Vanessa Dannenberg
3c8b698e8e
Merge pull request #20 from MuhdNurHidayat/master
Add Malay translation
2017-11-13 22:21:14 -05:00
Muhammad Nur Hidayat Yasuyoshi (MNH48.com)
e947a073ef Add Malay translation 2017-11-14 02:43:28 +08:00
Vanessa Ezekowitz
3764d33490 Merge pull request #16 from fat115/master
add french translation
2017-08-12 16:24:58 -04:00
fat115
384ccc3d44 add french translation 2017-08-06 15:11:07 +02:00
Vanessa Ezekowitz
08695d01ac some mods still need unifieddyes:white -> dye:white alias 2017-08-01 14:31:04 -04:00
Vanessa Ezekowitz
d843b33e7c Merge pull request #14 from afmachado/master
Translation to Brazilian Portuguese
2017-07-20 01:38:40 -04:00
Free Educational Software for Mobile Devices - Translations to Brazilian Portuguese
54c3316423 Translation to Brazilian Portuguese
Translation to Brazilian Portuguese
2017-06-27 18:55:52 -03:00
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
133bc06e3d link API to README 2017-06-20 17:00:46 -04:00
Vanessa Ezekowitz
9018efd1b9 rename README 2017-06-20 16:58:33 -04:00
Vanessa Ezekowitz
9503386100 update README, point user to forum for detailed usage info 2017-06-20 16:50:24 -04:00
Vanessa Ezekowitz
40b836edf4 document the API 2017-06-20 16:44:27 -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
Vanessa Ezekowitz
83261d5db4 Merge pull request #8 from AntumDeluge/master
Replace deprecated call to 'get_look_yaw' with 'get_look_horizontal'
2017-05-18 05:44:31 -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
141 changed files with 2619 additions and 1373 deletions

18
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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

1
.gitignore vendored
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@ -1 +0,0 @@
*~

25
.luacheckrc Normal file
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unused_args = false
allow_defined_top = true
exclude_files = {".luacheckrc"}
globals = {
"minetest", "core",
--mod provided
"unifieddyes",
}
read_globals = {
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
--luac
"math", "table",
-- Builtin
"vector", "ItemStack", "dump", "DIR_DELIM", "VoxelArea", "Settings", "PcgRandom", "VoxelManip", "PseudoRandom",
--mod produced
}

185
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### API
This section details the Unified Dyes API and how to use it with your mods.
In your node definition, you must include a few things to interface with Unified Dyes. Here is an example:
```lua
minetest.register_node("mymod:colored_node", {
description = "My custom colored node",
tiles = { "mymod_custom_colored_node.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
airbrush_replacement_node = "mymod:my_other_colored_node",
on_dig = unifieddyes.on_dig
})
```
`paramtype2` must be one of:
- "color": this is an 89-color or 256-color node
- "colorwallmounted": this is a 32-color node using "wallmounted" mode
- "colorfacedir": this node uses one of the "split" 89-color palettes.
`palette` must be set to match the `paramtype2` setting, and must be one of:
- "unifieddyes_palette.png"
- "unifieddyes_palette_extended.png"
- "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below).
`groups`: If your node can be colored by using the airbrush, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
If your node if of the kind where you need the split palette, but you need to put the *full color name* into the node name, as opposed to just the hue, then add the keys `ud_color_start` and `ud_color_end` and set them to the positions of the first and last characters of the color name (where 1 is the first character of the mod name at the start of the node name, i.e. "mymod:foo_bar_orange_baz" would have the start set to 15 and the end at 20).
`airbrush_replacement_node`: The node to swap in when the airbrush is used on this node. For example, you could `minetest.override_item()` on some default node to add this field, pointing to a colorable node of your own, so that when the default node is painted, it's replaced with yours in the new color.
#### Function calls
**`unifieddyes.on_dig(pos, node, digger)`**
Set in a node definition's `on_dig` callback, this makes sure that if the player digs a neutral node, i.e. a colorable node that was left uncolored/white after placing, they receive a version of that item that has been stripped of its itemstack color setting, so that it is identical to what would have been in their inventory when that node was originally placed. This prevents the engine splitting stacks of that item due to technically-different but visually-identical itemstack coloring. This function is only needed in the definition of colorable versions of a node, not any uncolored counterparts. For example, if you have a mod that has a simple, wooden chair, and the mod turns it into one with a colored seat cushion when you airbrush or craft it with dye, then only that latter colored-seat version needs this function.
**`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)`
`unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`**
These two are used to re-orient `wallmounted` nodes after placing. The former allows positioning to floor, ceiling, and four walls, while the latter restricts the rotation to just the four walls. The latter is most often used with a node whose model is designed so that the four wall positions actually place the model "upright", facing +/- X or Z. This is a hacky way to make a node look like it has basic `facedir` capability, while being able to use the 32-color palette.
**`unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)`**
This serves the same purpose as the `fix_rotation_nsew`, but is used to restrict the node's rotation after it's been hit with the screwdriver.
**`unifieddyes.is_buildable_to(placer_name, ...)`**
Again, another obvious one, returns whether or not the pointed node is `buildable_to` (can be overwritten by another node).
**`unifieddyes.get_hsv(name)`**
Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings.
If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "\_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color.
If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`.
For example:
* "mymod:mynode_red" would return ("red", "", "")
* "mymod:mynode_light_blue" would return ("blue", "", "light_")
* "mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
* "mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
**`unifieddyes.getpaletteidx(color, palette_type)`**
When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and `palette_type` (either a boolean or string), this function returns the numerical index into that palette, and the hue name as a string.
* `false` or `nil`: the 89-color palette
* `true`: 89 color "split" palette mode, for nodes that need full `facedir` support. In this case, the returned hue will be the color of whichever of the 13 "split" palettes the node is using, and the index will be 1-7, representing the shade within that palette. See my coloredwoods mod for more information on how this mode is used. If the node is black, white, or grey, the hue will be set to 0.
* `wallmounted`: the 32-color palette, for nodes using `colorwallmounted` mode.
* `extended`: the 256-color "extended" palette
**`unifieddyes.color_to_name(param2, def)`**
This function will attempt to return the name of the color indicated by `param2`. `palette` tells the function which palette filename was used with that param2 value. The returned value should be suitable as a dye item name when prefixed with "dye:".
**`unifieddyes.on_airbrush(itemstack, player, pointed_thing)`**
This is called when a node is punched while wielding the airbrush.
**`unifieddyes.show_airbrush_form(player)`**
This one does just what it sounds like - it shows the color selector formspec.
**`unifieddyes.register_color_craft(recipe)`**
This will loop through all of Unified Dyes' color lists, generating one recipe for every color in the palette given in the call. Example usage:
```lua
unifieddyes.register_color_craft({
output = "mymod:colored_node 6",
palette = "extended",
neutral_node = "mymod:my_base_node_material",
recipe = {
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" },
{ "MAIN_DYE", "NEUTRAL_NODE", "MAIN_DYE" },
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" }
}
})
```
`output` is a standard item string as in the normal `minetest.register_craft()` call.
`palette` specifies the palette type to iterate through ("extended" and "wallmounted" are obvious, and if not specified, it'll use the 89 color palette).
`type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call.
`neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of assorted items and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string.
`recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe).
`output_prefix` and `output_suffix`, if specified (must use both if at all), will cause the recipe registration to set to the output item to `output_prefix` + (hue) + `output_suffix` + `output`. Used for mods that use the split 89-color palette. `hue` will thus be one of the 12 hues, or "grey", as defined by the split palettes. In this situation, you can set `output` to your recipe yield (with a leading space) if needed. For example, if the prefix is "foo:bar", the suffix is "baz", and the output is set to " 3", then the craft helper will generate output item strings of the form "foo:bar_COLOR_baz 3", for each color in the table.
**`unifieddyes.make_colored_itemstack(itemstack, palette, color)`**
Makes a colored itemstack out of the given `itemstack` and `color` (as a dye, e.g. "dye:dark_red_s50"), setting the correct index per the `palette` field, which works as described above for `unifieddyes.getpaletteidx()`. Said itemstack is returned as a string suitable for use as the output field of a craft recipe, equal in size to the itemstack passed into the function (e.g. if you give it "mymod:colored_node 7", it'll return a stack of 7 colored items).
**`unifieddyes.generate_split_palette_nodes(name, def, drop)`**
Does just what it sounds like - it registers all the nodes that are needed for a given base node (`def`) to be able to use the split palette, each named according to `name`, with the palette hue appended. If a custom drop is needed, it can be passed along (only a string is allowed here, specifying a single item).
#### Tables
In addition to the above API calls, Unified Dyes provides several useful tables
`unifieddyes.HUES` contains a list of the 12 hues used by the 89-color palette.
`unifieddyes.HUES_EXTENDED` contains a list of the 24 hues in the 256-color palette. Each line contains the color name and its RGB value expressed as three numbers (rather than the usual `#RRGGBB` string).
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
#### Converting an old mod
If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
* Remove these keys from your node definition:
```lua
place_param2 = 240,
after_dig_node = unifieddyes.after_dig_node,
ud_replacement_node = "mod:some_node",
on_dig = unifieddyes.on_dig
```
* Add the `airbrush_replacement_node` key to the node definition, if needed.
* Add a call to `unifieddyes.register_color_craft(recipe)`, the create-all-the-recipes helper described above (of course, you don't have to register any recipes if you don't want to, or you can roll your own, your choice).
**If your mod never has never used Unified Dyes at all**
* Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored".
* Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one.
* Convert that remaining texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it and the node it'll be used to something neutral-sounding.
* Add the `palette` key to your neutral node definition, for example:
`palette = "unifieddyes_palette_extended.png",`
* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
`groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,flammable=3, ud_param2_colorable = 1},`
* Remove all crafting recipes for all colored versions of that node, keeping only the one that makes the "neutral" one.
* Add the above recipes helper call (which replaces those delted recipes)
* If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and which has a properly-prepared grayscale texture image in addition to the above keys. Use `minetest.override_item()` to add the `palette` and `airbrush_replacement_node` keys, and the `ud_param2_colorable` group, to that "someone else's" node. Then use that node and your custom, hidden node in the craft helper call.
* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.
**If your mod has no colorable items**
If you wish to expand your mod to support color, just follow the above "never used" section, skipping the "remove/delete this and that" items, and of course omitting the LBM.

248
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@ -1,248 +0,0 @@
VanessaE's Unified Dyes
=======================
The purpose of this mod originally was to supply a complete set of colors for
Minetest mod authors to use in their recipes. Since the default dyes mod that
is supplied with Minetest "common" is now usable (via flowers, also included in
"common"), this mod has become more of an extension pack.
Unified Dyes expands the standard dye set from 15 to 90 colors.
IMPORTANT: This mod is not intended to suggest that you should use the entire
palette. Rather, I was hoping people would just choose maybe the dozen or so
most useful colors to use in their mods.
Dependencies: default and dye from Minetest "common". This mod will NOT work
without these. This mod will NOT work without these. The default dye mod is
normally activated only in the standard "build" and "minetest_game" games, or perhaps if
someone has a modpack or game that includes them.
Recommends: flowers from common.
License: GPL 2.0 or above
Install: Unzip the distribution file, rename the resultant
VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
Minetest's mods folder.
The Palette:
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]
[ The official palette, showing 84 colors and 5 greys. ]
In the image above, the "50%" markings on the left next to each shade mean 50%
saturation for all hues in that shade line. Note that the "light" shades don't
have (or need) that variant. For the greys, the percentages shown are of
brightness relative to pure white. There are three special cases: Light red
has been aliased to default pink dye, and dark green has been aliased to
default dark greey dye. Brown dye also exists in the default set, it's just
not shown in the palette above.
Usage instructions, technical information
=========================================
Getting Started
---------------
First thing's first: you're going to need to harvest some materials to make the
dyes from. For this, you need one or more of the following: roses (red),
tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),
violas (purple), coal (black), or white dandelions (white). Simply wander
around your world and collect whichever of the above you need to get your
colors.
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
[ The 8 base colors directly obtainable from a material in the world. ]
Simply place one of the above materials into the crafting grid to obtain four
portions of dye in that color From those initial 8 colors, you can directly
fashion another 11, for a total of 19 standard colors (including the various
greys):
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
[ The complete 19-color standard set. ]
The standardized colors and their crafting methods are as follows:
* Red (0°): one rose
* Orange (30°): one tulip, or put one red dye and one yellow dye into the
crafting grid to mix them (yields 2)
* Yellow (60°): one yellow dandelion
* Lime (90°): mix yellow + green (yields 2)
* Green (120°): one cactus, or mix yellow + blue (yields 2)
* Aqua (150°): mix green + cyan (yields 2)
* Cyan (180°): mix green + blue (yields 2)
* Sky blue (210°): mix cyan + blue (yields 2)
* Blue (240°): one geranium
* Violet (270°): one viola, or mix blue + magenta (yields 2).
* Magenta (300°): mix blue + red (yields 2)
* Red-violet (330°): mix magenta + red (yields 2)
* Black (7.5%): one piece of coal
* Dark grey (25%): mix one white + two black (yields 3)
* Medium grey (50%): mix one white and one black (yields 2)
* Light grey (75%): Mix two white and one black (yields 3)
* White (95%): one white dandelion.
The degree figures are the colors' hues on a standard HSV color wheel, and are
what I used in the textures supplied with this mod. For the greys, the figures
in parenthesis indicate the intended brightness of the shade, relative to
white. Note that black and white don't go all the way to the bottom/top of the
scale, as doing so may crush some details in textures made in those shades (see
below, regarding semi-automatic texture generation).
Darker/Lighter colors
---------------------
To obtain a dark (33%) version of a given color, use two portions of black dye
along with the base color from the list above, which yields three portions of
the final color.
To obtain a medium-brightness (66%) version of a given color, mix one portion
the base color with one portion of black dye (for example, medium lime = lime +
black). All such mixtures yield two portions of the final color.
To obtain a light (150% over full) version of a given color, mix one portion of
the base color with one portion of white dye. Yields 2 portions of the final
color.
Low-saturation colors
---------------------
To get the low saturation (50%) version of one of the base colors, mix one or
more of white, black, or a shade of grey with the desired base color:
Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white
+ color (yields 4). For example, dark, low-saturation red = red + dark grey,
or red + two black + one white.
Medium brightness, low saturation: medium grey dye + color (yields 2), or black
+ white + color (yields 3). For example, medium, low-saturation green = green
+ medium grey, or green + black + white.
Full, low saturation: light grey dye + color (yields 2), or 1 black + 2 whites
+ color (yields 4). For example, bright, low-saturation blue = blue + light
grey, or blue + black + 2 white.
There is no low-saturation version of the "light" colors.
Red + white always returns default pink dye, and black + green always returns
default dark green dye.
RGB values
----------
All RGB values and filenames for all colors and shades of grey are represented
in the file "colors.txt" (which was generated with the bash script
"listcolors.sh"), included in the distribution directory. Note that
listcolors.sh is an example only and was written for a different set of
textures than what Unified Dyes includes now.
Misc. Notes
-----------
If you need to use /give commands, the item names for the standard set of 12
regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",
e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming
convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
For everything beyond those initial 19 colors, the item names are of the
following format:
unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
light normal-saturation red-violet would be "unifieddyes:light_redviolet".
See the texture filenames in the textures/ folder for further hints - all of
the item names follow the same format as the corresponding filenames, save for
having a colon (:) instead of the first underscore (_).
Semi-automatic generation of textures
=====================================
The texture generator script
----------------------------
Obviously, in order for this mod or the above template to be useful, you'll
need textures. If you plan to support the entire range of colors offered by
Unified Dyes, there is a BASH script included with this mod as well with the
above template named gentextures.sh, which will, with an appropriately- colored
and appropriately-named source texture, and possibly an overlay texture,
generate a complete set of colored and greyscale textures.
The script requires bc (the calculator program) to handle some basic math
regarding the hue adjustments, and Imagemagick's "convert" program handles all
of the actual conversions.
First thing's first though - you need source textures. Using your favorite
image editor, create a single version of your desired texture. Draw it in the
brightest, deepest shade of RED you can muster without losing any detail, and
save it out. Ideally, you will want the average color of the texture, when
taking into account all bright and dark areas, to be as close as possible to
the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any
appreciable #detail.
Save this source texture out as a PNG image, with a filename of
"whatever_base.png", where "whatever" is the one-word name of your mod - for
example, mymod_base.png.
If you want to add an image on top of the colored blocks, such as a frame,
which you want to be the same color throughout all of the textures, create it
now. It should consist only of those parts of the textures that you want to
leave unchanged, with some level of alpha transparency everywhere else,
depending on how much of the image needs to remain unchanged. Save it out as a
PNG image, using any filename you want, for example myoverlay.png.
Now, use chmod to make the script executable, if necessary, and run it.
If you don't need the overlay, you just need to supply one command line
argument: the base name of your mod. The script will use that parameter as the
basis of its texture filenames. For example:
./gentextures.sh mymod
The script will then look for mymod_base.png and copy and convert it into
things like mymod_red.png, mymod_dark_blue.png, and so on.
If you want to use an overlay also, skip the above step and run the script with
the base name as the first parameter, and the complete filename of your overlay
as the second instead. For example:
./gentextures.sh mymod myoverlay.png
Otherwise, the program will iterate through all of the hues and shades that are
supported by unifieddyes (though this is done manually, not by reading anything
from the mod), compositing your overlay image in after the recolor step, if
you're using that option.
All of the output files will be placed in a new folder, generated-textures/ in
the current directory. Note that the script looks for the above files in the
current directory also.
The script has a third mode as well:
./gentextures.sh -t mymod myoverlay.png
In this mode, the script will leave the base texture mymod_base.png unchanged,
and instead will rotate the colors of the overlay image and then composite that
onto the base texture. The same color changes will happen with the overlay in
this mode, so it's a good idea to make the overlay some fairly saturated shade
of red. Along with that, the base image should be some neutral color; any
color is fine as long as the result is what you wanted.
The program attempts to verify that the files you've asked it to use will
actually work, and will exit immediately if the any are invalid, missing, etc.
Use your favorite image browser or file manager to review the results in
generated-textures/, and if they're right, copy them over to the textures/
folder in your mod.
Note that this script does not generate brown and pink variations of your base
texture - you'll have to do those two manually.

16
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VanessaE's Unified Dyes
=======================
The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod. Since the advent of param2 colorization, it has also become a library for general color handling.
Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see the API and usage info).
Dependencies: Minetest engine version 0.4.16 or higher and a corresponding copy of minetest_game.
License: GPL 2.0 or higher.
Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration.
Usage: for detailed usage information, please see [the Unified Dyes Thread](https://forum.minetest.net/viewtopic.php?f=11&t=2178&p=28399) on the Minetest forum.
API: the full API is documented here: https://github.com/mt-mods/unifieddyes/blob/master/API.md

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-- This file supplies all the code related to the airbrush
local S = minetest.get_translator("unifieddyes")
function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
local player_name = player:get_player_name()
local painting_with = nil
if unifieddyes.player_current_dye[player_name] then
painting_with = unifieddyes.player_current_dye[player_name]
end
if not painting_with then
minetest.chat_send_player(player_name, "*** You need to set a color first.")
minetest.chat_send_player(player_name, "*** Right-click any random node to open the color selector,")
minetest.chat_send_player(player_name, "*** or shift+right-click a colorized node to use its color.")
minetest.chat_send_player(player_name, "*** Be sure to click \"Accept\", or the color you select will be ignored.")
return
end
local pos = minetest.get_pointed_thing_position(pointed_thing)
if not pos then
local look_angle = player:get_look_vertical()
if look_angle > -1.55 then
minetest.chat_send_player(player_name, "*** No node selected")
else
local hexcolor = unifieddyes.get_color_from_dye_name(painting_with)
if hexcolor then
local r = tonumber(string.sub(hexcolor,1,2),16)
local g = tonumber(string.sub(hexcolor,3,4),16)
local b = tonumber(string.sub(hexcolor,5,6),16)
player:set_sky({r=r,g=g,b=b,a=255},"plain")
end
end
return
end
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
if not def then return end
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "*** Sorry, someone else owns that node.")
return
end
if not (def.groups and def.groups.ud_param2_colorable and def.groups.ud_param2_colorable > 0) then
minetest.chat_send_player(player_name, "*** That node can't be colored.")
return
end
local palette
local fdir = 0
if not def or not def.palette then
minetest.chat_send_player(player_name, "*** That node can't be colored -- it's either undefined or has no palette.")
return
elseif def.palette == "unifieddyes_palette_extended.png" then
palette = "extended"
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
palette = "wallmounted"
fdir = node.param2 % 8
elseif def.palette ~= "unifieddyes_palette_extended.png"
and def.palette ~= "unifieddyes_palette_colorwallmounted.png"
and string.find(def.palette, "unifieddyes_palette_") then
palette = "split"
fdir = node.param2 % 32
else
minetest.chat_send_player(player_name, "*** That node can't be colored -- it has an invalid color mode.")
return
end
local idx, hue = unifieddyes.getpaletteidx(painting_with, palette)
local inv = player:get_inventory()
if (not minetest.is_creative_enabled(player_name)) and not inv:contains_item("main", painting_with) then
local suff = ""
if not idx then
suff = " Besides, "..string.sub(painting_with, 5).." can't be applied to that node."
end
minetest.chat_send_player(
player_name,
"*** You're in survival mode, and you're out of "..string.sub(painting_with, 5).."."..suff
)
return
end
if not idx then
minetest.chat_send_player(player_name, "*** "..string.sub(painting_with, 5).." can't be applied to that node.")
return
end
local oldidx = node.param2 - fdir
local name = def.airbrush_replacement_node or node.name
if palette == "split" then
local modname = string.sub(name, 1, string.find(name, ":")-1)
local nodename2 = string.sub(name, string.find(name, ":")+1)
local oldcolor
local newcolor
if def.ud_color_start and def.ud_color_end then
oldcolor = string.sub(node.name, def.ud_color_start, def.ud_color_end)
newcolor = string.sub(painting_with, 5)
else
if hue ~= 0 then
newcolor = unifieddyes.HUES_EXTENDED[hue][1]
else
newcolor = "grey"
end
if def.airbrush_replacement_node then
oldcolor = "grey"
else
local s = string.sub(def.palette, 21)
oldcolor = string.sub(s, 1, string.find(s, "s.png")-1)
end
end
name = modname..":"..string.gsub(nodename2, oldcolor, newcolor)
if not minetest.registered_items[name] then
minetest.chat_send_player(player_name, "*** "..string.sub(painting_with, 5).." can't be applied to that node.")
return
end
elseif idx == oldidx then
return
end
minetest.swap_node(pos, {name = name, param2 = fdir + idx})
if not minetest.is_creative_enabled(player_name) then
inv:remove_item("main", painting_with)
return
end
end
local hps = 0.6 -- horizontal position scale
local vps = 1.3 -- vertical position scale
local vs = 0.1 -- vertical shift/offset
local color_button_size = ";0.75,0.75;"
local color_square_size = ";0.69,0.69;"
function unifieddyes.make_readable_color(color)
-- is this a low saturation color?
local has_low_saturtation = string.find(color, "s50");
-- remove _s50 tag, we care about that later again
local s = string.gsub(color, "_s50", "")
-- replace underscores with spaces to make it look nicer
s = string.gsub(s, "_", " ")
-- capitalize words, you know, looks nicer ;)
s = string.gsub(s, "(%l)(%w*)", function(a,b) return string.upper(a)..b end)
-- add the word dye, this is what the translations expect
s = s.." Dye"
-- if it is a low sat color, append an appropriate string
if has_low_saturtation then
s = s.." (low saturation)"
end
return s
end
function unifieddyes.make_colored_square(hexcolor, colorname, showall, creative, painting_with, nodepalette, hp, v2,
selindic, inv, explist)
local dye = "dye:"..colorname
local overlay = ""
local colorize = minetest.formspec_escape("^[colorize:#"..hexcolor..":255")
if not creative and inv:contains_item("main", dye) then
overlay = "^unifieddyes_onhand_overlay.png"
end
local unavail_overlay = ""
if not showall and not unifieddyes.palette_has_color[nodepalette.."_"..colorname]
or (explist and not explist[colorname]) then
if overlay == "" then
unavail_overlay = "^unifieddyes_unavailable_overlay.png"
else
unavail_overlay = "^unifieddyes_onhand_unavailable_overlay.png"
end
end
local tooltip = "tooltip["..colorname..";"..
S(unifieddyes.make_readable_color(colorname))..
"\n(dye:"..colorname..")]"
if dye == painting_with then
overlay = "^unifieddyes_select_overlay.png"
selindic = "unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..tooltip
end
local form
if unavail_overlay == "" then
form = "image_button["..
(hp*hps)..","..(v2*vps+vs)..
color_button_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay..";"..
colorname..";]"..
tooltip
else
form = "image["..
(hp*hps)..","..(v2*vps+vs)..
color_square_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..
tooltip
end
return form, selindic
end
function unifieddyes.show_airbrush_form(player)
if not player then return end
local t = {}
local player_name = player:get_player_name()
local painting_with = unifieddyes.player_selected_dye[player_name] or unifieddyes.player_current_dye[player_name]
local creative = minetest.is_creative_enabled(player_name)
local inv = player:get_inventory()
local nodepalette = "extended"
local showall = unifieddyes.player_showall[player_name]
t[1] = "size[14.5,8.5]label[7,-0.3;"..S("Select a color:").."]"
local selindic = "unifieddyes_select_overlay.png^unifieddyes_question.png]"
local last_right_click = unifieddyes.player_last_right_clicked[player_name]
if last_right_click then
if not last_right_click.def then
last_right_click.def = {}
last_right_click.undef = true
elseif last_right_click.def.palette then
if last_right_click.def.palette == "unifieddyes_palette_colorwallmounted.png" then
nodepalette = "wallmounted"
elseif last_right_click.def.palette == "unifieddyes_palette_extended.png" then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked a node that supports all 256 colors, showing them all)").."]"
showall = true
elseif last_right_click.def.palette ~= "unifieddyes_palette_extended.png"
and last_right_click.def.palette ~= "unifieddyes_palette_colorwallmounted.png"
and string.find(last_right_click.def.palette, "unifieddyes_palette_") then
nodepalette = "split"
end
end
end
if last_right_click.undef then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked an undefined node, showing all colors)").."]"
elseif not last_right_click.def.groups
or not last_right_click.def.groups.ud_param2_colorable
or not last_right_click.def.palette
or not string.find(last_right_click.def.palette, "unifieddyes_palette_") then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked a node not supported by the Airbrush, showing all colors)").."]"
end
local explist = last_right_click.def.explist
for v = 0, 6 do
local val = unifieddyes.VALS_EXTENDED[v+1]
local sat = ""
local v2=(v/2)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-1
local r = h[2]
local g = h[3]
local b = h[4]
local factor = 40
if v > 3 then
factor = 75
v2 = (v-2)
end
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
local hexcolor = string.format("%02x", r2)..string.format("%02x", g2)..string.format("%02x", b2)
local f
f, selindic = unifieddyes.make_colored_square(hexcolor, val..hue..sat, showall, creative, painting_with, nodepalette,
hp, v2, selindic, inv, explist)
t[#t+1] = f
end
if v > 3 then
sat = "_s50"
v2 = (v-1.5)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-1
local r = h[2]
local g = h[3]
local b = h[4]
local factor = 75
local pr = 0.299
local pg = 0.587
local pb = 0.114
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
local p = math.sqrt(r2*r2*pr + g2*g2*pg + b2*b2*pb)
local r3 = math.floor(p+(r2-p)*0.5)
local g3 = math.floor(p+(g2-p)*0.5)
local b3 = math.floor(p+(b2-p)*0.5)
local hexcolor = string.format("%02x", r3)..string.format("%02x", g3)..string.format("%02x", b3)
local f
f, selindic = unifieddyes.make_colored_square(hexcolor, val..hue..sat, showall, creative, painting_with,
nodepalette, hp, v2, selindic, inv, explist)
t[#t+1] = f
end
end
end
local v2=5
for y = 0, 15 do
local hp=15-y
local hexgrey = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
local grey = "grey_"..y
if y == 0 then grey = "black"
elseif y == 4 then grey = "dark_grey"
elseif y == 8 then grey = "grey"
elseif y == 11 then grey = "light_grey"
elseif y == 15 then grey = "white"
end
local f
f, selindic = unifieddyes.make_colored_square(hexgrey, grey, showall, creative, painting_with, nodepalette, hp, v2,
selindic, inv, explist)
t[#t+1] = f
end
if not creative then
t[#t+1] = "image[10,"
t[#t+1] = (vps*5.55+vs)
t[#t+1] = color_button_size
t[#t+1] = "unifieddyes_onhand_overlay.png]label[10.7,"
t[#t+1] = (vps*5.51+vs)
t[#t+1] = ";"..S("Dyes").."]"
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.67+vs)
t[#t+1] = ";on hand]"
end
t[#t+1] = "image[10,"
t[#t+1] = (vps*5+vs)
t[#t+1] = color_button_size
t[#t+1] = selindic
if painting_with then
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*4.90+vs)
t[#t+1] = ";"..S("Your selection:").."]"
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";"
t[#t+1] = S(unifieddyes.make_readable_color(string.sub(painting_with, 5)))
t[#t+1] = "]label[10.7,"
t[#t+1] = (vps*5.24+vs)
t[#t+1] = ";("
t[#t+1] = painting_with
t[#t+1] = ")]"
else
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";"..S("Your selection").."]"
end
t[#t+1] = "button_exit[10.5,8;2,1;cancel;"..S("Cancel").."]button_exit[12.5,8;2,1;accept;"..S("Accept").."]"
if last_right_click and last_right_click.def and nodepalette ~= "extended" then
if showall then
t[#t+1] = "button[0,8;2,1;show_avail;"..S("Show Available").."]"
t[#t+1] = "label[2,8.25;"..S("(Currently showing all 256 colors)").."]"
else
t[#t+1] = "button[0,8;2,1;show_all;"..S("Show All Colors").."]"
t[#t+1] = "label[2,8.25;"..S("(Currently only showing what the right-clicked node can use)").."]"
end
end
minetest.show_formspec(player_name, "unifieddyes:dye_select_form", table.concat(t))
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "unifieddyes:dye_select_form" then
local player_name = player:get_player_name()
local nodepalette = "extended"
local showall = unifieddyes.player_showall[player_name]
local last_right_click = unifieddyes.player_last_right_clicked[player_name]
if last_right_click and last_right_click.def then
if last_right_click.def.palette then
if last_right_click.def.palette == "unifieddyes_palette_colorwallmounted.png" then
nodepalette = "wallmounted"
elseif last_right_click.def.palette ~= "unifieddyes_palette_extended.png" then
nodepalette = "split"
end
end
end
if fields.show_all then
unifieddyes.player_showall[player_name] = true
unifieddyes.show_airbrush_form(player)
return
elseif fields.show_avail then
unifieddyes.player_showall[player_name] = false
unifieddyes.show_airbrush_form(player)
return
elseif fields.quit then
if fields.accept then
local dye = unifieddyes.player_selected_dye[player_name]
if not dye then
minetest.chat_send_player(player_name, "*** Clicked \"Accept\", but no color was selected!")
return
elseif not showall
and not unifieddyes.palette_has_color[nodepalette.."_"..string.sub(dye, 5)] then
minetest.chat_send_player(player_name, "*** Clicked \"Accept\", but the selected color can't be used on the")
minetest.chat_send_player(player_name, "*** node that was right-clicked (and \"Show All\" wasn't in effect).")
if unifieddyes.player_current_dye[player_name] then
minetest.chat_send_player(player_name, "*** Ignoring it and sticking with "
..string.sub(unifieddyes.player_current_dye[player_name], 5)..".")
else
minetest.chat_send_player(player_name, "*** Ignoring it.")
end
return
else
unifieddyes.player_current_dye[player_name] = dye
unifieddyes.player_selected_dye[player_name] = nil
minetest.chat_send_player(player_name, "*** Selected "..string.sub(dye, 5).." for the airbrush.")
return
end
else -- assume "Cancel" or Esc.
unifieddyes.player_selected_dye[player_name] = nil
return
end
else
local color, _ = next(fields)
local inv = player:get_inventory()
local creative = minetest.is_creative_enabled(player_name)
local dye = "dye:"..color
if (showall or unifieddyes.palette_has_color[nodepalette.."_"..color]) and
(creative or inv:contains_item("main", dye)) then
unifieddyes.player_selected_dye[player_name] = dye
unifieddyes.show_airbrush_form(player)
end
end
end
end)
minetest.register_tool("unifieddyes:airbrush", {
description = S("Dye Airbrush"),
inventory_image = "unifieddyes_airbrush.png",
use_texture_alpha = true,
tool_capabilities = {
full_punch_interval=0.1,
},
range = 12,
on_use = unifieddyes.on_airbrush,
on_place = function(itemstack, placer, pointed_thing)
local keys = placer:get_player_control()
local player_name = placer:get_player_name()
local pos = minetest.get_pointed_thing_position(pointed_thing)
local node
local def
if pos then node = minetest.get_node(pos) end
if node then def = minetest.registered_items[node.name] end
if keys.sneak and def and def.on_rightclick then
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing)
end
unifieddyes.player_last_right_clicked[player_name] = {pos = pos, node = node, def = def}
if not keys.aux1 then
unifieddyes.show_airbrush_form(placer)
elseif keys.aux1 then
if not pos or not def then return end
local newcolor = unifieddyes.color_to_name(node.param2, def)
if newcolor and string.find(def.paramtype2, "color") then
minetest.chat_send_player(player_name, "*** Switching to "..newcolor.." for the airbrush, to match that node.")
unifieddyes.player_current_dye[player_name] = "dye:"..newcolor
else
minetest.chat_send_player(player_name, "*** That node is uncolored.")
end
end
end
})

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if minetest.get_modpath("dye") then
minetest.register_alias("dye:light_red", "dye:pink")
minetest.register_alias("dye:medium_orange", "dye:brown")
end
minetest.register_alias("unifieddyes:black", "dye:black")
minetest.register_alias("unifieddyes:dark_grey", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey", "dye:grey")
minetest.register_alias("unifieddyes:light_grey", "dye:light_grey")
minetest.register_alias("unifieddyes:white", "dye:white")
minetest.register_alias("unifieddyes:grey_0", "dye:black")
minetest.register_alias("unifieddyes:grey_4", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey_8", "dye:grey")
minetest.register_alias("unifieddyes:grey_11", "dye:light_grey")
minetest.register_alias("unifieddyes:grey_15", "dye:white")
minetest.register_alias("unifieddyes:white_paint", "dye:white")
minetest.register_alias("unifieddyes:titanium_dioxide", "dye:white")
minetest.register_alias("unifieddyes:lightgrey_paint", "dye:light_grey")
minetest.register_alias("unifieddyes:grey_paint", "dye:grey")
minetest.register_alias("unifieddyes:darkgrey_paint", "dye:dark_grey")
minetest.register_alias("unifieddyes:carbon_black", "dye:black")
minetest.register_alias("unifieddyes:brown", "dye:brown")

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-- This file supplies the majority of Unified Dyes' API
unifieddyes.player_current_dye = {}
unifieddyes.player_selected_dye = {}
unifieddyes.player_last_right_clicked = {}
unifieddyes.palette_has_color = {}
unifieddyes.player_showall = {}
-- if a node with a palette is placed in the world,
-- but the itemstack used to place it has no palette_index (color byte),
-- create something appropriate to make it officially white.
minetest.register_on_placenode(
function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
local def = minetest.registered_items[newnode.name]
if not def
or not def.palette
or def.after_place_node
or not placer then
return false
end
if not string.find(itemstack:to_string(), "palette_index") then
local param2
local color = 0
if def.palette == "unifieddyes_palette_extended.png"
and def.paramtype2 == "color" then
param2 = 240
color = 240
elseif def.palette == "unifieddyes_palette_colorwallmounted.png"
and def.paramtype2 == "colorwallmounted" then
param2 = newnode.param2 % 8
elseif string.find(def.palette, "unifieddyes_palette_")
and def.paramtype2 == "colorfacedir" then -- it's a split palette
param2 = newnode.param2 % 32
end
if param2 then
minetest.swap_node(pos, {name = newnode.name, param2 = param2})
minetest.get_meta(pos):set_int("palette_index", color)
end
end
end
)
-- The complementary function: strip-off the color if the node being dug is still white/neutral
-- adapted from
-- https://github.com/minetest/minetest/blob/fe8d04d0b3c2e3af7c406fb6527f1b5230a30137/builtin/game/item.lua#L460-L562
local function node_dig_without_color(pos, node, digger)
if not digger then return false end
local diggername = digger:get_player_name()
local def = ItemStack(node.name):get_definition()
-- Copy pos because the callback could modify it
if not def.diggable or (def.can_dig and not def.can_dig(vector.copy(pos), digger)) then
minetest.log("info", diggername .. " tried to dig "
.. node.name .. " which is not diggable "
.. minetest.pos_to_string(pos))
return false
end
if minetest.is_protected(pos, diggername) then
minetest.log("action", diggername
.. " tried to dig " .. node.name
.. " at protected position "
.. minetest.pos_to_string(pos))
minetest.record_protection_violation(pos, diggername)
return false
end
minetest.log('action', diggername .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
local wielded = digger and digger:get_wielded_item()
local drops = {node.name} -- this is instead of asking minetest to generate the node drops
if wielded then
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
if wdef and wdef.after_use then
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
else
-- Wear out tool
if not minetest.is_creative_enabled(diggername) then
wielded:add_wear(dp.wear)
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {
pos = pos,
gain = 0.5
}, true)
end
end
end
digger:set_wielded_item(wielded)
end
-- Check to see if metadata should be preserved.
if def and def.preserve_metadata then
local oldmeta = minetest.get_meta(pos):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
local drop_stacks = {}
for k, v in pairs(drops) do
drop_stacks[k] = ItemStack(v)
end
drops = drop_stacks
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
-- Handle drops
minetest.handle_node_drops(pos, drops, digger)
local oldmetadata
if def and def.after_dig_node then
oldmetadata = minetest.get_meta(pos):to_table()
end
-- Remove node and update
minetest.remove_node(pos)
-- Play sound if it was done by a player
if diggername ~= "" and def and def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {
pos = pos,
exclude_player = diggername,
}, true)
end
-- Run callback
if def and def.after_dig_node then
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_dignodes) do
local origin = minetest.callback_origins[callback]
minetest.set_last_run_mod(origin.mod)
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
callback(pos_copy, node_copy, digger)
end
return true
end
function unifieddyes.on_dig(pos, node, digger)
local param2 = minetest.get_node(pos).param2
local def = minetest.registered_items[node.name]
local del_color
if def.paramtype2 == "color" and param2 == 240 and def.palette == "unifieddyes_palette_extended.png" then
del_color = true
elseif (def.paramtype2 == "colorwallmounted" or def.paramtype2 == "colorfacedir")
and minetest.strip_param2_color(param2, def.paramtype2) == 0
and string.find(def.palette, "unifieddyes_palette_")
then
del_color = true
end
if del_color then
return node_dig_without_color(pos, node, digger)
else
return minetest.node_dig(pos, node, digger)
end
end
-- just stubs to keep old mods from crashing when expecting auto-coloring
-- or getting back the dye on dig.
function unifieddyes.recolor_on_place(foo)
end
function unifieddyes.after_dig_node(foo)
end
-- This helper function creates multiple copies of the passed node,
-- for the split palette - one per hue, plus grey - and assigns
-- proper palettes and other attributes
function unifieddyes.generate_split_palette_nodes(name, def, drop)
for _, color in ipairs(unifieddyes.HUES_WITH_GREY) do
local def2 = table.copy(def)
local desc_color = string.gsub(string.upper(string.sub(color, 1, 1))..string.sub(color, 2), "_", " ")
if string.sub(def2.description, -1) == ")" then
def2.description = string.sub(def2.description, 1, -2)..", "..desc_color.." shades)"
else
def2.description = def2.description.."("..desc_color.." shades)"
end
def2.palette = "unifieddyes_palette_"..color.."s.png"
def2.paramtype2 = "colorfacedir"
def2.groups.ud_param2_colorable = 1
def2.is_ground_content = false
if drop then
def2.drop = {
items = {
{items = {drop.."_"..color}, inherit_color = true },
}
}
end
minetest.register_node(":"..name.."_"..color, def2)
end
end
-- This helper function creates a colored itemstack
function unifieddyes.make_colored_itemstack(item, palette, color)
local paletteidx = unifieddyes.getpaletteidx(color, palette)
local stack = ItemStack(item)
stack:get_meta():set_int("palette_index", paletteidx)
return stack:to_string(),paletteidx
end
-- these helper functions register all of the recipes needed to create colored
-- nodes with any of the dyes supported by that node's palette.
local function register_c(craft, h, sat, val)
local hue = (type(h) == "table") and h[1] or h
local color
if val then
if craft.palette == "wallmounted" then
color = val..hue..sat
else
color = val..hue..sat
end
else
color = hue -- if val is nil, then it's grey.
end
local dye = "dye:"..color
local recipe = minetest.serialize(craft.recipe)
recipe = string.gsub(recipe, "MAIN_DYE", dye)
recipe = string.gsub(recipe, "NEUTRAL_NODE", craft.neutral_node)
local newrecipe = minetest.deserialize(recipe)
local coutput = craft.output or ""
local output = coutput
if craft.output_prefix then
if craft.palette ~= "split" then
output = craft.output_prefix..color..craft.output_suffix..coutput
else
if hue == "white" or hue == "black" or string.find(hue, "grey") then
output = craft.output_prefix.."grey"..craft.output_suffix..coutput
elseif hue == "pink" then
dye = "dye:light_red"
output = craft.output_prefix.."red"..craft.output_suffix..coutput
else
output = craft.output_prefix..hue..craft.output_suffix..coutput
end
end
end
local colored_itemstack =
unifieddyes.make_colored_itemstack(output, craft.palette, dye)
minetest.register_craft({
output = colored_itemstack,
type = craft.type,
recipe = newrecipe
})
end
function unifieddyes.register_color_craft(craft)
local hues_table = unifieddyes.HUES_EXTENDED
local sats_table = unifieddyes.SATS
local vals_table = unifieddyes.VALS_SPLIT
local greys_table = unifieddyes.GREYS
if craft.palette == "wallmounted" then
register_c(craft, "green", "", "light_")
register_c(craft, "blue", "", "light_")
hues_table = unifieddyes.HUES_WALLMOUNTED
sats_table = {""}
vals_table = unifieddyes.VALS
elseif craft.palette == "extended" then
vals_table = unifieddyes.VALS_EXTENDED
greys_table = unifieddyes.GREYS_EXTENDED
end
for _, hue in ipairs(hues_table) do
for _, val in ipairs(vals_table) do
for _, sat in ipairs(sats_table) do
if sat == "_s50" and val ~= "" and val ~= "medium_" and val ~= "dark_" then break end
register_c(craft, hue, sat, val)
end
end
end
for _, grey in ipairs(greys_table) do
register_c(craft, grey)
end
register_c(craft, "pink")
end
-- code borrowed from homedecor
-- call this function to reset the rotation of a "wallmounted" object on place
function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw) -- -1.5)
local pitch = placer:get_look_vertical()
local fdir = minetest.dir_to_wallmounted(dir)
if pitch < -(math.pi/8) then
fdir = 0
elseif pitch > math.pi/8 then
fdir = 1
end
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- use this when you have a "wallmounted" node that should never be oriented
-- to floor or ceiling...
function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw+1.5)
local fdir = minetest.dir_to_wallmounted(dir)
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- ... and use this one to force that kind of node off of floor/ceiling
-- orientation after the screwdriver rotates it.
function unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)
local new_fdir = new_param2 % 8
local color = new_param2 - new_fdir
if new_fdir < 2 then
new_fdir = 2
minetest.swap_node(pos, { name = node.name, param2 = new_fdir + color })
return true
end
end
function unifieddyes.is_buildable_to(placer_name, ...)
for _, pos in ipairs({...}) do
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
return false
end
end
return true
end
function unifieddyes.get_hsv(name) -- expects a node/item name
local hue = ""
local a
for _, i in ipairs(unifieddyes.HUES_EXTENDED) do
a,_ = string.find(name, "_"..i[1])
if a then
hue = i[1]
break
end
end
if string.find(name, "_light_grey") then hue = "light_grey"
elseif string.find(name, "_lightgrey") then hue = "light_grey"
elseif string.find(name, "_dark_grey") then hue = "dark_grey"
elseif string.find(name, "_darkgrey") then hue = "dark_grey"
elseif string.find(name, "_grey") then hue = "grey"
elseif string.find(name, "_white") then hue = "white"
elseif string.find(name, "_black") then hue = "black"
end
local sat = ""
if string.find(name, "_s50") then sat = "_s50" end
local val = ""
if string.find(name, "dark_") then val = "dark_" end
if string.find(name, "medium_") then val = "medium_" end
if string.find(name, "light_") then val = "light_" end
return hue, sat, val
end
-- code partially borrowed from cheapie's plasticbox mod
-- in the function below, color is just a color string, while
-- palette_type can be:
--
-- "extended" = 256 color palette
-- "split" = 200 color palette split into pieces for colorfacedir
-- "wallmounted" = 32-color abridged palette
function unifieddyes.getpaletteidx(color, palette_type)
if string.sub(color,1,4) == "dye:" then
color = string.sub(color,5,-1)
elseif string.sub(color,1,12) == "unifieddyes:" then
color = string.sub(color,13,-1)
else
return
end
if palette_type == "wallmounted" then
if unifieddyes.gpidx_grayscale_wallmounted[color] then
return (unifieddyes.gpidx_grayscale_wallmounted[color] * 8), 0
end
elseif palette_type == "split" then
if unifieddyes.gpidx_grayscale[color] then
return (unifieddyes.gpidx_grayscale[color] * 32), 0
end
elseif palette_type == "extended" then
if unifieddyes.gpidx_grayscale_extended[color] then
return unifieddyes.gpidx_grayscale_extended[color]+240, 0
end
end
local shade = "" -- assume full
if string.sub(color,1,6) == "faint_" then
shade = "faint"
color = string.sub(color,7,-1)
elseif string.sub(color,1,7) == "pastel_" then
shade = "pastel"
color = string.sub(color,8,-1)
elseif string.sub(color,1,6) == "light_" then
shade = "light"
color = string.sub(color,7,-1)
elseif string.sub(color,1,7) == "bright_" then
shade = "bright"
color = string.sub(color,8,-1)
elseif string.sub(color,1,7) == "medium_" then
shade = "medium"
color = string.sub(color,8,-1)
elseif string.sub(color,1,5) == "dark_" then
shade = "dark"
color = string.sub(color,6,-1)
end
if string.sub(color,-4,-1) == "_s50" then
shade = shade.."s50"
color = string.sub(color,1,-5)
end
if palette_type == "wallmounted" then
if color == "green" and shade == "light" then return 48,3
elseif color == "brown" then return 17,1
elseif color == "pink" then return 56,7
elseif color == "blue" and shade == "light" then return 40,5
elseif unifieddyes.gpidx_hues_wallmounted[color] and unifieddyes.gpidx_shades_wallmounted[shade] then
return (unifieddyes.gpidx_shades_wallmounted[shade] * 64 + unifieddyes.gpidx_hues_wallmounted[color] * 8),
unifieddyes.gpidx_hues_wallmounted[color]
end
else
if color == "brown" then
color = "orange"
shade = "medium"
elseif color == "pink" then
color = "red"
shade = "light"
end
if palette_type == "split" then -- it's colorfacedir
if unifieddyes.gpidx_hues_extended[color] and unifieddyes.gpidx_shades_split[shade] then
return (unifieddyes.gpidx_shades_split[shade] * 32), unifieddyes.gpidx_hues_extended[color]+1
end
elseif palette_type == "extended" then
if unifieddyes.gpidx_hues_extended[color] and unifieddyes.gpidx_shades_extended[shade] then
return (unifieddyes.gpidx_hues_extended[color] + unifieddyes.gpidx_shades_extended[shade]*24),
unifieddyes.gpidx_hues_extended[color]
end
end
end
end
function unifieddyes.get_color_from_dye_name(name)
if name == "dye:black" then
return "000000"
elseif name == "dye:white" then
return "ffffff"
end
local item = minetest.registered_items[name]
if not item then return end
local inv_image = item.inventory_image
if not inv_image then return end
return string.match(inv_image,"colorize:#(......):200")
end
-- get a node's dye color based on its palette and param2
function unifieddyes.color_to_name(param2, def)
if not param2 or not def or not def.palette then return end
if def.palette == "unifieddyes_palette_extended.png" then
local color = param2
local v = 0
local s = 1
if color < 24 then v = 1
elseif color > 23 and color < 48 then v = 2
elseif color > 47 and color < 72 then v = 3
elseif color > 71 and color < 96 then v = 4
elseif color > 95 and color < 120 then v = 5
elseif color > 119 and color < 144 then v = 5 s = 2
elseif color > 143 and color < 168 then v = 6
elseif color > 167 and color < 192 then v = 6 s = 2
elseif color > 191 and color < 216 then v = 7
elseif color > 215 and color < 240 then v = 7 s = 2
end
if color > 239 then
if color == 240 then return "white"
elseif color == 244 then return "light_grey"
elseif color == 247 then return "grey"
elseif color == 251 then return "dark_grey"
elseif color == 255 then return "black"
else return "grey_"..15-(color-240)
end
else
local h = color - math.floor(color/24)*24
return unifieddyes.VALS_EXTENDED[v]..unifieddyes.HUES_EXTENDED[h+1][1]..unifieddyes.SATS[s]
end
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
local color = math.floor(param2 / 8)
if color == 0 then return "white"
elseif color == 1 then return "light_grey"
elseif color == 2 then return "grey"
elseif color == 3 then return "dark_grey"
elseif color == 4 then return "black"
elseif color == 5 then return "light_blue"
elseif color == 6 then return "light_green"
elseif color == 7 then return "pink"
end
local v = math.floor(color/8)
local h = color - v * 8
return unifieddyes.VALS[v]..unifieddyes.HUES_WALLMOUNTED[h+1]
elseif string.find(def.palette, "unifieddyes_palette") then -- it's the split palette
-- palette names in this mode are always "unifieddyes_palette_COLORs.png"
local s = string.sub(def.palette, 21)
local color = string.sub(s, 1, string.find(s, "s.png")-1)
local v = math.floor(param2/32)
if color ~= "grey" then
if v == 0 then return "faint_"..color
elseif v == 1 then return color
elseif v == 2 then return color.."_s50"
elseif v == 3 then return "light_"..color
elseif v == 4 then return "medium_"..color
elseif v == 5 then return "medium_"..color.."_s50"
elseif v == 6 then return "dark_"..color
elseif v == 7 then return "dark_"..color.."_s50"
end
else
if v > 0 and v < 6 then return unifieddyes.GREYS[v]
else return "white"
end
end
end
end

219
color-tables.lua Normal file
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@ -0,0 +1,219 @@
-- the names of the various colors here came from http://www.procato.com/rgb+index/
unifieddyes.HUES_EXTENDED = {
{ "red", 0xff, 0x00, 0x00 },
{ "vermilion", 0xff, 0x40, 0x00 },
{ "orange", 0xff, 0x80, 0x00 },
{ "amber", 0xff, 0xbf, 0x00 },
{ "yellow", 0xff, 0xff, 0x00 },
{ "lime", 0xbf, 0xff, 0x00 },
{ "chartreuse", 0x80, 0xff, 0x00 },
{ "harlequin", 0x40, 0xff, 0x00 },
{ "green", 0x00, 0xff, 0x00 },
{ "malachite", 0x00, 0xff, 0x40 },
{ "spring", 0x00, 0xff, 0x80 },
{ "turquoise", 0x00, 0xff, 0xbf },
{ "cyan", 0x00, 0xff, 0xff },
{ "cerulean", 0x00, 0xbf, 0xff },
{ "azure", 0x00, 0x80, 0xff },
{ "sapphire", 0x00, 0x40, 0xff },
{ "blue", 0x00, 0x00, 0xff },
{ "indigo", 0x40, 0x00, 0xff },
{ "violet", 0x80, 0x00, 0xff },
{ "mulberry", 0xbf, 0x00, 0xff },
{ "magenta", 0xff, 0x00, 0xff },
{ "fuchsia", 0xff, 0x00, 0xbf },
{ "rose", 0xff, 0x00, 0x80 },
{ "crimson", 0xff, 0x00, 0x40 }
}
unifieddyes.HUES_WITH_GREY = {}
for _,i in ipairs(unifieddyes.HUES_EXTENDED) do
table.insert(unifieddyes.HUES_WITH_GREY, i[1])
end
table.insert(unifieddyes.HUES_WITH_GREY, "grey")
unifieddyes.HUES_WALLMOUNTED = {
"red",
"orange",
"yellow",
"green",
"cyan",
"blue",
"violet",
"magenta"
}
unifieddyes.SATS = {
"",
"_s50"
}
unifieddyes.VALS = {
"",
"medium_",
"dark_"
}
unifieddyes.VALS_SPLIT = {
"faint_",
"light_",
"",
"medium_",
"dark_"
}
unifieddyes.VALS_EXTENDED = {
"faint_",
"pastel_",
"light_",
"bright_",
"",
"medium_",
"dark_"
}
unifieddyes.GREYS = {
"white",
"light_grey",
"grey",
"dark_grey",
"black"
}
unifieddyes.GREYS_EXTENDED = table.copy(unifieddyes.GREYS)
for i = 1, 14 do
if i ~= 0 and i ~= 4 and i ~= 8 and i ~= 11 and i ~= 15 then
table.insert(unifieddyes.GREYS_EXTENDED, "grey_"..i)
end
end
-- reverse lookups for getpaletteidx()
unifieddyes.gpidx_aliases = {
["pink"] = "light_red",
["brown"] = "medium_orange",
["azure"] = "light_blue"
}
unifieddyes.gpidx_grayscale = {
["white"] = 1,
["light_grey"] = 2,
["grey"] = 3,
["dark_grey"] = 4,
["black"] = 5,
}
unifieddyes.gpidx_grayscale_extended = {
["white"] = 0,
["grey_14"] = 1,
["grey_13"] = 2,
["grey_12"] = 3,
["light_grey"] = 4,
["grey_11"] = 4,
["grey_10"] = 5,
["grey_9"] = 6,
["grey_8"] = 7,
["grey"] = 7,
["grey_7"] = 8,
["grey_6"] = 9,
["grey_5"] = 10,
["grey_4"] = 11,
["dark_grey"] = 11,
["grey_3"] = 12,
["grey_2"] = 13,
["grey_1"] = 14,
["black"] = 15,
}
unifieddyes.gpidx_grayscale_wallmounted = {
["white"] = 0,
["light_grey"] = 1,
["grey"] = 2,
["dark_grey"] = 3,
["black"] = 4,
}
unifieddyes.gpidx_hues_extended = {
["red"] = 0,
["vermilion"] = 1,
["orange"] = 2,
["amber"] = 3,
["yellow"] = 4,
["lime"] = 5,
["chartreuse"] = 6,
["harlequin"] = 7,
["green"] = 8,
["malachite"] = 9,
["spring"] = 10,
["aqua"] = 10,
["turquoise"] = 11,
["cyan"] = 12,
["cerulean"] = 13,
["azure"] = 14,
["skyblue"] = 14,
["sapphire"] = 15,
["blue"] = 16,
["indigo"] = 17,
["violet"] = 18,
["mulberry"] = 19,
["magenta"] = 20,
["fuchsia"] = 21,
["rose"] = 22,
["redviolet"] = 22,
["crimson"] = 23,
}
unifieddyes.gpidx_hues_wallmounted = {
["red"] = 0,
["orange"] = 1,
["yellow"] = 2,
["green"] = 3,
["cyan"] = 4,
["blue"] = 5,
["violet"] = 6,
["magenta"] = 7
}
unifieddyes.gpidx_shades = {
[""] = 1,
["s50"] = 2,
["light"] = 3,
["medium"] = 4,
["mediums50"] = 5,
["dark"] = 6,
["darks50"] = 7,
}
unifieddyes.gpidx_shades_split = {
["faint"] = 0,
[""] = 1,
["s50"] = 2,
["light"] = 3,
["medium"] = 4,
["mediums50"] = 5,
["dark"] = 6,
["darks50"] = 7,
}
unifieddyes.gpidx_shades_extended = {
["faint"] = 0,
["pastel"] = 1,
["light"] = 2,
["bright"] = 3,
[""] = 4,
["s50"] = 5,
["medium"] = 6,
["mediums50"] = 7,
["dark"] = 8,
["darks50"] = 9
}
unifieddyes.gpidx_shades_wallmounted = {
[""] = 1,
["medium"] = 2,
["dark"] = 3
}

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@ -1,90 +0,0 @@
Full-saturation colors:
-----------------------
dark aqua 0, 84, 42 unifieddyes_dark_aqua.png
dark blue 0, 0, 84 unifieddyes_dark_blue.png
dark cyan 0, 84, 83 unifieddyes_dark_cyan.png
dark green 0, 84, 0 unifieddyes_dark_green.png
dark lime 43, 84, 0 unifieddyes_dark_lime.png
dark magenta 84, 0, 83 unifieddyes_dark_magenta.png
dark orange 84, 42, 0 unifieddyes_dark_orange.png
dark red 84, 0, 0 unifieddyes_dark_red.png
dark redviolet 84, 0, 42 unifieddyes_dark_redviolet.png
dark skyblue 0, 42, 84 unifieddyes_dark_skyblue.png
dark violet 43, 0, 84 unifieddyes_dark_violet.png
dark yellow 84, 83, 0 unifieddyes_dark_yellow.png
medium aqua 0,169, 84 unifieddyes_medium_aqua.png
medium blue 0, 0,169 unifieddyes_medium_blue.png
medium cyan 0,169,167 unifieddyes_medium_cyan.png
medium green 0,169, 0 unifieddyes_medium_green.png
medium lime 87,169, 0 unifieddyes_medium_lime.png
medium magenta 169, 0,167 unifieddyes_medium_magenta.png
medium orange 169, 84, 0 unifieddyes_medium_orange.png
medium red 168, 0, 0 unifieddyes_medium_red.png
medium redviolet 169, 0, 84 unifieddyes_medium_redviolet.png
medium skyblue 0, 84,169 unifieddyes_medium_skyblue.png
medium violet 87, 0,169 unifieddyes_medium_violet.png
medium yellow 169,167, 0 unifieddyes_medium_yellow.png
aqua 1,255,127 unifieddyes_aqua.png
blue 1, 1,255 unifieddyes_blue.png
cyan 1,255,252 unifieddyes_cyan.png
green 1,255, 1 unifieddyes_green.png
lime 132,255, 1 unifieddyes_lime.png
magenta 255, 1,252 unifieddyes_magenta.png
orange 255,127, 1 unifieddyes_orange.png
red 255, 0, 0 unifieddyes_red.png
redviolet 255, 1,127 unifieddyes_redviolet.png
skyblue 1,127,255 unifieddyes_skyblue.png
violet 132, 1,255 unifieddyes_violet.png
yellow 255,252, 1 unifieddyes_yellow.png
Low-saturation colors:
----------------------
dark aqua 50% saturation 21, 63, 42 unifieddyes_dark_aqua_s50.png
dark blue 50% saturation 21, 21, 63 unifieddyes_dark_blue_s50.png
dark cyan 50% saturation 21, 63, 63 unifieddyes_dark_cyan_s50.png
dark green 50% saturation 21, 63, 21 unifieddyes_dark_green_s50.png
dark lime 50% saturation 43, 63, 21 unifieddyes_dark_lime_s50.png
dark magenta 50% saturation 63, 21, 63 unifieddyes_dark_magenta_s50.png
dark orange 50% saturation 63, 42, 21 unifieddyes_dark_orange_s50.png
dark red 50% saturation 63, 21, 21 unifieddyes_dark_red_s50.png
dark redviolet 50% saturation 63, 21, 42 unifieddyes_dark_redviolet_s50.png
dark skyblue 50% saturation 21, 42, 63 unifieddyes_dark_skyblue_s50.png
dark violet 50% saturation 43, 21, 63 unifieddyes_dark_violet_s50.png
dark yellow 50% saturation 63, 63, 21 unifieddyes_dark_yellow_s50.png
medium aqua 50% saturation 42,126, 84 unifieddyes_medium_aqua_s50.png
medium blue 50% saturation 42, 42,126 unifieddyes_medium_blue_s50.png
medium cyan 50% saturation 42,126,126 unifieddyes_medium_cyan_s50.png
medium green 50% saturation 42,126, 42 unifieddyes_medium_green_s50.png
medium lime 50% saturation 86,126, 42 unifieddyes_medium_lime_s50.png
medium magenta 50% saturation 126, 42,126 unifieddyes_medium_magenta_s50.png
medium orange 50% saturation 126, 84, 42 unifieddyes_medium_orange_s50.png
medium red 50% saturation 127, 42, 42 unifieddyes_medium_red_s50.png
medium redviolet 50% saturation 126, 42, 84 unifieddyes_medium_redviolet_s50.png
medium skyblue 50% saturation 42, 84,126 unifieddyes_medium_skyblue_s50.png
medium violet 50% saturation 86, 42,126 unifieddyes_medium_violet_s50.png
medium yellow 50% saturation 126,126, 42 unifieddyes_medium_yellow_s50.png
aqua 50% saturation 65,191,127 unifieddyes_aqua_s50.png
blue 50% saturation 65, 65,191 unifieddyes_blue_s50.png
cyan 50% saturation 65,191,190 unifieddyes_cyan_s50.png
green 50% saturation 65,191, 65 unifieddyes_green_s50.png
lime 50% saturation 130,191, 65 unifieddyes_lime_s50.png
magenta 50% saturation 191, 65,190 unifieddyes_magenta_s50.png
orange 50% saturation 191,127, 65 unifieddyes_orange_s50.png
red 50% saturation 192, 64, 64 unifieddyes_red_s50.png
redviolet 50% saturation 191, 65,127 unifieddyes_redviolet_s50.png
skyblue 50% saturation 65,127,191 unifieddyes_skyblue_s50.png
violet 50% saturation 130, 65,191 unifieddyes_violet_s50.png
yellow 50% saturation 191,190, 65 unifieddyes_yellow_s50.png
Greyscale:
----------
black 0, 0, 0 unifieddyes_black.png
dark grey 64, 64, 64 unifieddyes_darkgrey_paint.png
medium grey 128,128,128 unifieddyes_grey_paint.png
light grey 192,192,192 unifieddyes_lightgrey_paint.png
white 255,255,255 unifieddyes_white_paint.png

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@ -1,4 +0,0 @@
default
dye
intllib?

View File

@ -1 +0,0 @@
Unified Dyes expands the standard dye set from 15 to 90 colors.

311
dyes-crafting.lua Normal file
View File

@ -0,0 +1,311 @@
-- crafting!
-- Generate all dyes that are not part of the default minetest_game dyes mod
local S = minetest.get_translator("unifieddyes")
for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local r = h[2]
local g = h[3]
local b = h[4]
for v = 0, 6 do
local val = unifieddyes.VALS_EXTENDED[v+1]
local factor = 40
if v > 3 then factor = 75 end
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
-- full-sat color
local desc = hue:gsub("%a", string.upper, 1).." Dye"
if val ~= "" then
desc = val:sub(1, -2):gsub("%a", string.upper, 1) .." "..desc
end
local color = string.format("%02x", r2)..string.format("%02x", g2)..string.format("%02x", b2)
if minetest.registered_items["dye:"..val..hue] then
minetest.override_item("dye:"..val..hue, {
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
})
else
if (val..hue) ~= "medium_orange"
and (val..hue) ~= "light_red" then
minetest.register_craftitem(":dye:"..val..hue, {
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
end
end
minetest.register_alias("unifieddyes:"..val..hue, "dye:"..val..hue)
if v > 3 then -- also register the low-sat version
local pr = 0.299
local pg = 0.587
local pb = 0.114
local p = math.sqrt(r2*r2*pr + g2*g2*pg + b2*b2*pb)
local r3 = math.floor(p+(r2-p)*0.5)
local g3 = math.floor(p+(g2-p)*0.5)
local b3 = math.floor(p+(b2-p)*0.5)
local ccolor = string.format("%02x", r3)..string.format("%02x", g3)..string.format("%02x", b3)
minetest.register_craftitem(":dye:"..val..hue.."_s50", {
description = S(desc.." (low saturation)"),
inventory_image = "unifieddyes_dye.png^[colorize:#"..ccolor..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
minetest.register_alias("unifieddyes:"..val..hue.."_s50", "dye:"..val..hue.."_s50")
end
end
end
-- register the greyscales too :P
for y = 1, 14 do -- colors 0 and 15 are black and white, default dyes
if y ~= 4 and y ~= 8 and y~= 11 then -- don't register the three greys, they're done separately.
local rgb = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
local name = "grey_"..y
local desc = "Grey Dye #"..y
minetest.register_craftitem(":dye:"..name, {
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..rgb..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
minetest.register_alias("unifieddyes:"..name, "dye:"..name)
end
end
if minetest.get_modpath("dye") then
minetest.override_item("dye:grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#888888:200",
})
minetest.override_item("dye:dark_grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#444444:200",
})
minetest.register_craftitem(":dye:light_grey", {
description = S("Light grey Dye"),
inventory_image = "unifieddyes_dye.png^[colorize:#cccccc:200",
groups = { dye=1, not_in_creative_inventory=1 },
})
end
-- build a table of color <-> palette associations to reduce the need for
-- realtime lookups with getpaletteidx()
for _, palette in ipairs({"extended", "split", "wallmounted"}) do
local palette2 = palette
for i in ipairs(unifieddyes.SATS) do
local sat = (palette == "wallmounted") and "" or unifieddyes.SATS[i]
for _, hue in ipairs(unifieddyes.HUES_EXTENDED) do
for _, val in ipairs(unifieddyes.VALS_EXTENDED) do
local color = val..hue[1]..sat
if unifieddyes.getpaletteidx("dye:"..color, palette2) then
unifieddyes.palette_has_color[palette.."_"..color] = true
end
end
end
end
for y = 0, 15 do
local grey = "grey_"..y
if y == 0 then grey = "black"
elseif y == 4 then grey = "dark_grey"
elseif y == 8 then grey = "grey"
elseif y == 11 then grey = "light_grey"
elseif y == 15 then grey = "white"
end
if unifieddyes.getpaletteidx("dye:"..grey, palette2) then
unifieddyes.palette_has_color[palette.."_"..grey] = true
end
end
end
unifieddyes.palette_has_color["wallmounted_light_red"] = true
unifieddyes.base_color_crafts = {
{ "red", "flowers:rose", nil, nil, nil, nil, 4 },
{ "vermilion", "dye:red", "dye:orange", nil, nil, nil, 3 },
{ "orange", "flowers:tulip", nil, nil, nil, nil, 4 },
{ "orange", "dye:red", "dye:yellow", nil, nil, nil, 2 },
{ "amber", "dye:orange", "dye:yellow", nil, nil, nil, 2 },
{ "yellow", "flowers:dandelion_yellow", nil, nil, nil, nil, 4 },
{ "lime", "dye:yellow", "dye:chartreuse", nil, nil, nil, 2 },
{ "lime", "dye:yellow", "dye:yellow", "dye:green", nil, nil, 3 },
{ "chartreuse", "dye:yellow", "dye:green", nil, nil, nil, 2 },
{ "harlequin", "dye:chartreuse", "dye:green", nil, nil, nil, 2 },
{ "harlequin", "dye:yellow", "dye:green", "dye:green", nil, nil, 3 },
{ "green", "default:cactus", nil, nil, nil, nil, 4 },
{ "green", "dye:yellow", "dye:blue", nil, nil, nil, 2 },
{ "malachite", "dye:green", "dye:spring", nil, nil, nil, 2 },
{ "malachite", "dye:green", "dye:green", "dye:cyan", nil, nil, 3 },
{ "malachite", "dye:green", "dye:green", "dye:green", "dye:blue", nil, 4 },
{ "spring", "dye:green", "dye:cyan", nil, nil, nil, 2 },
{ "spring", "dye:green", "dye:green", "dye:blue", nil, nil, 3 },
{ "turquoise", "dye:spring", "dye:cyan", nil, nil, nil, 2 },
{ "turquoise", "dye:green", "dye:cyan", "dye:cyan", nil, nil, 3 },
{ "turquoise", "dye:green", "dye:green", "dye:green", "dye:blue", "dye:blue", 5 },
{ "cyan", "dye:green", "dye:blue", nil, nil, nil, 2 },
{ "cerulean", "dye:cyan", "dye:azure", nil, nil, nil, 2 },
{ "cerulean", "dye:cyan", "dye:cyan", "dye:blue", nil, nil, 3 },
{ "cerulean", "dye:green", "dye:green", "dye:blue", "dye:blue", "dye:blue", 5 },
{ "azure", "dye:cyan", "dye:blue", nil, nil, nil, 2 },
{ "azure", "dye:green", "dye:blue", "dye:blue", nil, nil, 3 },
{ "sapphire", "dye:azure", "dye:blue", nil, nil, nil, 2 },
{ "sapphire", "dye:cyan", "dye:blue", "dye:blue", nil, nil, 3 },
{ "sapphire", "dye:green", "dye:blue", "dye:blue", "dye:blue", nil, 4 },
{ "blue", "flowers:geranium", nil, nil, nil, nil, 4 },
{ "indigo", "dye:blue", "dye:violet", nil, nil, nil, 2 },
{ "violet", "flowers:viola", nil, nil, nil, nil, 4 },
{ "violet", "dye:blue", "dye:magenta", nil, nil, nil, 2 },
{ "mulberry", "dye:violet", "dye:magenta", nil, nil, nil, 2 },
{ "mulberry", "dye:violet", "dye:blue", "dye:red", nil, nil, 3 },
{ "magenta", "dye:blue", "dye:red", nil, nil, nil, 2 },
{ "fuchsia", "dye:magenta", "dye:rose", nil, nil, nil, 2 },
{ "fuchsia", "dye:blue", "dye:red", "dye:rose", nil, nil, 3 },
{ "fuchsia", "dye:red", "dye:violet", nil, nil, nil, 2 },
{ "rose", "dye:magenta", "dye:red", nil, nil, nil, 2 },
{ "rose", "dye:red", "dye:red", "dye:blue", nil, nil, 3 },
{ "crimson", "dye:rose", "dye:red", nil, nil, nil, 2 },
{ "crimson", "dye:magenta", "dye:red", "dye:red", nil, nil, 3 },
{ "crimson", "dye:red", "dye:red", "dye:red", "dye:blue", nil, 4 },
{ "black", "default:coal_lump", nil, nil, nil, nil, 4 },
{ "white", "flowers:dandelion_white", nil, nil, nil, nil, 4 },
}
unifieddyes.shade_crafts = {
{ "faint_", "", "dye:white", "dye:white", "dye:white", 4 },
{ "pastel_", "", "dye:white", "dye:white", nil, 3 },
{ "light_", "", "dye:white", nil, nil, 2 },
{ "bright_", "", "color", "dye:white", nil, 3 },
{ "", "_s50", "dye:light_grey", nil, nil, 2 },
{ "", "_s50", "dye:black", "dye:white", "dye:white", 3 },
{ "medium_", "", "dye:black", nil, nil, 2 },
{ "medium_", "_s50", "dye:grey", nil, nil, 2 },
{ "medium_", "_s50", "dye:black", "dye:white", nil, 3 },
{ "dark_", "", "dye:black", "dye:black", nil, 3 },
{ "dark_", "_s50", "dye:dark_grey", nil, nil, 2 },
{ "dark_", "_s50", "dye:black", "dye:black", "dye:white", 4 },
}
for _,i in ipairs(unifieddyes.base_color_crafts) do
local color = i[1]
local yield = i[7]
minetest.register_craft( {
type = "shapeless",
output = "dye:"..color.." "..yield,
recipe = {
i[2],
i[3],
i[4],
i[5],
i[6],
},
})
for _,j in ipairs(unifieddyes.shade_crafts) do
local firstdye = j[3]
if firstdye == "color" then firstdye = "dye:"..color end
-- ignore black, white, anything containing the word "grey"
if color ~= "black" and color ~= "white" and not string.find(color, "grey") then
minetest.register_craft( {
type = "shapeless",
output = "dye:"..j[1]..color..j[2].." "..j[6],
recipe = {
"dye:"..color,
firstdye,
j[4],
j[5]
},
})
end
end
end
-- greys
unifieddyes.greymixes = {
{ 1, "dye:black", "dye:black", "dye:black", "dye:dark_grey", 4 },
{ 2, "dye:black", "dye:black", "dye:dark_grey", nil, 3 },
{ 3, "dye:black", "dye:dark_grey", nil, nil, 2 },
{ 4, "dye:white", "dye:black", "dye:black", nil, 3 },
{ 5, "dye:dark_grey", "dye:dark_grey", "dye:grey", nil, 3 },
{ 6, "dye:dark_grey", "dye:grey", nil, nil, 2 },
{ 7, "dye:dark_grey", "dye:grey", "dye:grey", nil, 3 },
{ 8, "dye:white", "dye:black", nil, nil, 2 },
{ 9, "dye:grey", "dye:grey", "dye:light_grey", nil, 3 },
{ 10, "dye:grey", "dye:light_grey", "dye:light_grey", nil, 3 },
{ 11, "dye:white", "dye:white", "dye:black", nil, 3 },
{ 12, "dye:light_grey", "dye:light_grey", "dye:white", nil, 3 },
{ 13, "dye:light_grey", "dye:white", nil, nil, 2 },
{ 14, "dye:white", "dye:white", "dye:light_grey", nil, 3 },
}
for _, i in ipairs(unifieddyes.greymixes) do
local shade = i[1]
local dye1 = i[2]
local dye2 = i[3]
local dye3 = i[4]
local dye4 = i[5]
local yield = i[6]
local color = "grey_"..shade
if shade == 4 then
color = "dark_grey"
elseif shade == 8 then
color = "grey"
elseif shade == 11 then
color = "light_grey"
end
minetest.register_craft( {
type = "shapeless",
output = "dye:"..color.." "..yield,
recipe = {
dye1,
dye2,
dye3,
dye4,
},
})
end
-- other crafts
-- we can't make dark orange anymore because brown/medium orange conflicts
minetest.register_craft( {
type = "shapeless",
output = "dye:dark_orange",
recipe = {
"dye:brown",
"dye:brown"
},
})
minetest.register_craft( {
output = "unifieddyes:airbrush",
recipe = {
{ "basic_materials:brass_ingot", "", "basic_materials:plastic_sheet" },
{ "", "default:steel_ingot", "" },
{ "", "", "default:steel_ingot" }
},
})

800
init.lua
View File

@ -2,12 +2,12 @@
Unified Dyes
This mod provides an extension to the Minetest 0.4.x dye system
This mod provides an extension to the Minetest dye system
==============================================================================
Copyright (C) 2012-2013, Vanessa Ezekowitz
Email: vanessaezekowitz@gmail.com
Copyright (C) 2012-2013, Vanessa Dannenberg
Email: vanessa.e.dannenberg@gmail.com
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@ -31,791 +31,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
unifieddyes = {}
local creative_mode = minetest.setting_getbool("creative_mode")
local modpath=minetest.get_modpath(minetest.get_current_modname())
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
-- helper functions for other mods that use this one
local HUES = {
"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet"
}
local HUES2 = {
"Red",
"Orange",
"Yellow",
"Lime",
"Green",
"Aqua",
"Cyan",
"Sky-blue",
"Blue",
"Violet",
"Magenta",
"Red-violet"
}
local default_dyes = {
"black",
"blue",
"brown",
"cyan",
"dark_green",
"dark_grey",
"green",
"grey",
"magenta",
"orange",
"pink",
"red",
"violet",
"white",
"yellow"
}
-- code borrowed from homedecor
-- call this function to reset the rotation of a "wallmounted" object on place
function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local yaw = placer:get_look_yaw()
local dir = minetest.yaw_to_dir(yaw-1.5)
local pitch = placer:get_look_vertical()
local fdir = minetest.dir_to_wallmounted(dir)
if pitch < -(math.pi/8) then
fdir = 0
elseif pitch > math.pi/8 then
fdir = 1
end
minetest.swap_node(pos, { name = node.name, param2 = fdir })
end
-- use this when you have a "wallmounted" node that should never be oriented
-- to floor or ceiling...
function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local yaw = placer:get_look_yaw()
local dir = minetest.yaw_to_dir(yaw)
local fdir = minetest.dir_to_wallmounted(dir)
minetest.swap_node(pos, { name = node.name, param2 = fdir })
end
-- ... and use this one to force that kind of node off of floor/ceiling
-- orientation after the screwdriver rotates it.
function unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)
local new_fdir = new_param2 % 8
local color = new_param2 - new_fdir
print(new_fdir)
if new_fdir < 2 then
new_fdir = 2
minetest.swap_node(pos, { name = node.name, param2 = new_fdir + color })
return true
end
end
function unifieddyes.select_node(pointed_thing)
local pos = pointed_thing.under
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not def or not def.buildable_to then
pos = pointed_thing.above
node = minetest.get_node_or_nil(pos)
def = node and minetest.registered_nodes[node.name]
end
return def and pos, def
end
function unifieddyes.is_buildable_to(placer_name, ...)
for _, pos in ipairs({...}) do
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
return false
end
end
return true
end
function unifieddyes.get_hsv(name) -- expects a node/item name
local hue = ""
local a,b
for _, i in ipairs(HUES) do
a,b = string.find(name, "_"..i)
if a and not ( string.find(name, "_redviolet") and i == "red" ) then
hue = i
break
end
end
if string.find(name, "_light_grey") then hue = "light_grey"
elseif string.find(name, "_lightgrey") then hue = "light_grey"
elseif string.find(name, "_dark_grey") then hue = "dark_grey"
elseif string.find(name, "_darkgrey") then hue = "dark_grey"
elseif string.find(name, "_grey") then hue = "grey"
elseif string.find(name, "_white") then hue = "white"
elseif string.find(name, "_black") then hue = "black"
end
local sat = ""
if string.find(name, "_s50") then sat = "_s50" end
local val = ""
if string.find(name, "dark_") then val = "dark_" end
if string.find(name, "medium_") then val = "medium_" end
if string.find(name, "light_") then val = "light_" end
return hue, sat, val
end
-- code borrowed from cheapie's plasticbox mod
function unifieddyes.getpaletteidx(color, is_color_fdir)
local origcolor = color
local aliases = {
["pink"] = "light_red",
["brown"] = "dark_orange",
}
local grayscale = {
["white"] = 1,
["light_grey"] = 2,
["grey"] = 3,
["dark_grey"] = 4,
["black"] = 5,
}
local grayscale_wallmounted = {
["white"] = 0,
["light_grey"] = 1,
["grey"] = 2,
["dark_grey"] = 3,
["black"] = 4,
}
local hues = {
["red"] = 1,
["orange"] = 2,
["yellow"] = 3,
["lime"] = 4,
["green"] = 5,
["aqua"] = 6,
["cyan"] = 7,
["skyblue"] = 8,
["blue"] = 9,
["violet"] = 10,
["magenta"] = 11,
["redviolet"] = 12,
}
local hues_wallmounted = {
["red"] = 0,
["orange"] = 1,
["yellow"] = 2,
["green"] = 3,
["cyan"] = 4,
["blue"] = 5,
["violet"] = 6,
["magenta"] = 7
}
local shades = {
[""] = 1,
["s50"] = 2,
["light"] = 3,
["medium"] = 4,
["mediums50"] = 5,
["dark"] = 6,
["darks50"] = 7,
}
local shades_wallmounted = {
[""] = 1,
["medium"] = 2,
["dark"] = 3
}
if string.sub(color,1,4) == "dye:" then
color = string.sub(color,5,-1)
elseif string.sub(color,1,12) == "unifieddyes:" then
color = string.sub(color,13,-1)
else
return
end
if is_color_fdir == "wallmounted" then
if grayscale_wallmounted[color] then
return (grayscale_wallmounted[color] * 8), 0
end
elseif is_color_fdir then
if grayscale[color] then
return (grayscale[color] * 32), 0
end
else
if grayscale[color] then
return grayscale[color], 0
end
end
local shade = ""
if string.sub(color,1,6) == "light_" then
shade = "light"
color = string.sub(color,7,-1)
elseif string.sub(color,1,7) == "medium_" then
shade = "medium"
color = string.sub(color,8,-1)
elseif string.sub(color,1,5) == "dark_" then
shade = "dark"
color = string.sub(color,6,-1)
end
if string.sub(color,-4,-1) == "_s50" then
shade = shade.."s50"
color = string.sub(color,1,-5)
end
if is_color_fdir == "wallmounted" then
if color == "brown" then return 48,1
elseif color == "pink" then return 56,7
elseif color == "blue" and shade == "light" then return 40,5
elseif hues_wallmounted[color] and shades_wallmounted[shade] then
return (shades_wallmounted[shade] * 64 + hues_wallmounted[color] * 8), hues_wallmounted[color]
end
else
if color == "brown" then
color = "orange"
shade = "dark"
elseif color == "pink" then
color = "red"
shade = "light"
end
if hues[color] and shades[shade] then
if is_color_fdir then
return (shades[shade] * 32), hues[color]
else
return (hues[color] * 8 + shades[shade]), hues[color]
end
end
end
end
function unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)
local prevdye
if oldmetadata and oldmetadata.fields then
prevdye = oldmetadata.fields.dye
end
local inv = digger:get_inventory()
if prevdye and not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
end
function unifieddyes.on_use(itemstack, player, pointed_thing)
if pointed_thing and pointed_thing.type == "object" then
pointed_thing.ref:punch(player, 0, itemstack:get_tool_capabilities())
return player:get_wielded_item() -- punch may modified the wielded item, load the new and return it
end
if not (pointed_thing and pointed_thing.type == "node") then return end -- if "using" the dye not on a node
local pos = minetest.get_pointed_thing_position(pointed_thing)
local node = minetest.get_node(pos)
local nodedef = minetest.registered_nodes[node.name]
local playername = player:get_player_name()
-- if the node has an on_punch defined, bail out and call that instead, unless "sneak" is pressed.
if not player:get_player_control().sneak then
local onpunch = nodedef.on_punch(pos, node, player, pointed_thing)
if onpunch then
return onpunch
end
end
-- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
if not (nodedef and nodedef.groups and nodedef.groups.ud_param2_colorable) then
minetest.chat_send_player(playername, "That node can't be colored.")
return
end
local newnode = nodedef.ud_replacement_node
local is_color_fdir
if nodedef.paramtype2 == "color" then
is_color_fdir = false
elseif nodedef.paramtype2 == "colorfacedir"
then is_color_fdir = true
elseif nodedef.paramtype2 == "colorwallmounted"
then is_color_fdir = "wallmounted"
end
if minetest.is_protected(pos, playername) and not minetest.check_player_privs(playername, {protection_bypass=true}) then
minetest.record_protection_violation(pos, playername)
return
end
local stackname = itemstack:get_name()
local pos2 = unifieddyes.select_node(pointed_thing)
local paletteidx, hue = unifieddyes.getpaletteidx(stackname, is_color_fdir)
if paletteidx then
local meta = minetest.get_meta(pos)
local prevdye = meta:get_string("dye")
local inv = player:get_inventory()
if not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
meta:set_string("dye", stackname)
if prevdye == stackname then
local a,b = string.find(stackname, ":")
minetest.chat_send_player(playername, "That node is already "..string.sub(stackname, a + 1).."." )
return
elseif not creative_mode then
itemstack:take_item()
end
node.param2 = paletteidx
local oldpaletteidx, oldhuenum = unifieddyes.getpaletteidx(prevdye, is_color_fdir)
local oldnode = minetest.get_node(pos)
local oldhue = nil
for _, i in ipairs(HUES) do
if string.find(oldnode.name, "_"..i) and not
( string.find(oldnode.name, "_redviolet") and i == "red" ) then
oldhue = i
break
end
end
if newnode then -- this path is used when the calling mod want to supply a replacement node
if is_color_fdir == "wallmounted" then
node.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
elseif is_color_fdir then -- we probably need to change the hue of the node too
if oldhue ~=0 then -- it's colored, not grey
if oldhue ~= nil then -- it's been painted before
if hue ~= 0 then -- the player's wielding a colored dye
newnode = string.gsub(newnode, "_"..oldhue, "_"..HUES[hue])
else -- it's a greyscale dye
newnode = string.gsub(newnode, "_"..oldhue, "_grey")
end
else -- it's never had a color at all
if hue ~= 0 then -- and if the wield is greyscale, don't change the node name
newnode = string.gsub(newnode, "_grey", "_"..HUES[hue])
end
end
else
if hue ~= 0 then -- greyscale dye on greyscale node = no hue change
newnode = string.gsub(newnode, "_grey", "_"..HUES[hue])
end
end
node.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
else
node.param2 = paletteidx
end
node.name = newnode
minetest.swap_node(pos, node)
if not creative_mode then
return itemstack
end
else -- this path is used when you're just painting an existing node, rather than replacing one.
newnode = oldnode -- note that here, newnode/oldnode are a full node, not just the name.
if is_color_fdir == "wallmounted" then
newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
elseif is_color_fdir then
if oldhue then
if hue ~= 0 then
newnode.name = string.gsub(newnode.name, "_"..oldhue, "_"..HUES[hue])
else
newnode.name = string.gsub(newnode.name, "_"..oldhue, "_grey")
end
elseif string.find(minetest.get_node(pos).name, "_grey") and hue ~= 0 then
newnode.name = string.gsub(newnode.name, "_grey", "_"..HUES[hue])
end
newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
else
newnode.param2 = paletteidx
end
minetest.swap_node(pos, newnode)
if not creative_mode then
return itemstack
end
end
else
local a,b = string.find(stackname, ":")
if a then
minetest.chat_send_player(playername, "That node can't be colored "..string.sub(stackname, a + 1).."." )
end
end
end
-- re-define default dyes slightly, to add on_use
for _, color in ipairs(default_dyes) do
minetest.override_item("dye:"..color, {
on_use = unifieddyes.on_use
})
end
-- Items/recipes needed to generate the few base colors that are not
-- provided by the standard dyes mod.
-- Lime
minetest.register_craftitem(":dye:lime", {
description = S("Lime Dye"),
inventory_image = "unifieddyes_lime.png",
groups = { dye=1, excolor_lime=1, unicolor_lime=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craft( {
type = "shapeless",
output = "dye:lime 2",
recipe = {
"dye:yellow",
"dye:green",
},
})
-- Aqua
minetest.register_craftitem(":dye:aqua", {
description = S("Aqua Dye"),
inventory_image = "unifieddyes_aqua.png",
groups = { dye=1, excolor_aqua=1, unicolor_aqua=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craft( {
type = "shapeless",
output = "dye:aqua 2",
recipe = {
"dye:cyan",
"dye:green",
},
})
-- Sky blue
minetest.register_craftitem(":dye:skyblue", {
description = S("Sky-blue Dye"),
inventory_image = "unifieddyes_skyblue.png",
groups = { dye=1, excolor_sky_blue=1, unicolor_sky_blue=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craft( {
type = "shapeless",
output = "dye:skyblue 2",
recipe = {
"dye:cyan",
"dye:blue",
},
})
-- Red-violet
minetest.register_craftitem(":dye:redviolet", {
description = S("Red-violet Dye"),
inventory_image = "unifieddyes_redviolet.png",
groups = { dye=1, excolor_red_violet=1, unicolor_red_violet=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craft( {
type = "shapeless",
output = "dye:redviolet 2",
recipe = {
"dye:red",
"dye:magenta",
},
})
-- Light grey
minetest.register_craftitem(":dye:light_grey", {
description = S("Light Grey Dye"),
inventory_image = "unifieddyes_lightgrey.png",
groups = { dye=1, excolor_lightgrey=1, unicolor_light_grey=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craft( {
type = "shapeless",
output = "dye:light_grey 2",
recipe = {
"dye:grey",
"dye:white",
},
})
-- Extra craft for black dye
minetest.register_craft( {
type = "shapeless",
output = "dye:black 4",
recipe = {
"default:coal_lump",
},
})
-- Extra craft for dark grey dye
minetest.register_craft( {
type = "shapeless",
output = "dye:dark_grey 3",
recipe = {
"dye:black",
"dye:black",
"dye:white",
},
})
-- Extra craft for light grey dye
minetest.register_craft( {
type = "shapeless",
output = "dye:light_grey 3",
recipe = {
"dye:black",
"dye:white",
"dye:white",
},
})
-- Extra craft for green dye
minetest.register_craft( {
type = "shapeless",
output = "dye:green 4",
recipe = {
"default:cactus",
},
})
-- =================================================================
-- Generate all of additional variants of hue, saturation, and
-- brightness.
-- "s50" in a file/item name means "saturation: 50%".
-- Brightness levels in the textures are 33% ("dark"), 66% ("medium"),
-- 100% ("full", but not so-named), and 150% ("light").
for i = 1, 12 do
local hue = HUES[i]
local hue2 = HUES2[i]
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:dark_" .. hue .. "_s50 2",
recipe = {
"dye:" .. hue,
"dye:dark_grey",
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:dark_" .. hue .. "_s50 4",
recipe = {
"dye:" .. hue,
"dye:black",
"dye:black",
"dye:white"
},
})
if hue == "green" then
minetest.register_craft( {
type = "shapeless",
output = "dye:dark_green 3",
recipe = {
"dye:" .. hue,
"dye:black",
"dye:black",
},
})
else
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:dark_" .. hue .. " 3",
recipe = {
"dye:" .. hue,
"dye:black",
"dye:black",
},
})
end
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:medium_" .. hue .. "_s50 2",
recipe = {
"dye:" .. hue,
"dye:grey",
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:medium_" .. hue .. "_s50 3",
recipe = {
"dye:" .. hue,
"dye:black",
"dye:white",
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:medium_" .. hue .. " 2",
recipe = {
"dye:" .. hue,
"dye:black",
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:" .. hue .. "_s50 2",
recipe = {
"dye:" .. hue,
"dye:grey",
"dye:white",
},
})
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:" .. hue .. "_s50 4",
recipe = {
"dye:" .. hue,
"dye:white",
"dye:white",
"dye:black",
},
})
if hue ~= "red" then
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:light_" .. hue .. " 2",
recipe = {
"dye:" .. hue,
"dye:white",
},
})
end
minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", {
description = S("Dark " .. hue2 .. " Dye (low saturation)"),
inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png",
groups = { dye=1, ["unicolor_dark_"..hue.."_s50"]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
if hue ~= "green" then
minetest.register_craftitem("unifieddyes:dark_" .. hue, {
description = S("Dark " .. hue2 .. " Dye"),
inventory_image = "unifieddyes_dark_" .. hue .. ".png",
groups = { dye=1, ["unicolor_dark_"..hue]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
end
minetest.register_craftitem("unifieddyes:medium_" .. hue .. "_s50", {
description = S("Medium " .. hue2 .. " Dye (low saturation)"),
inventory_image = "unifieddyes_medium_" .. hue .. "_s50.png",
groups = { dye=1, ["unicolor_medium_"..hue.."_s50"]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craftitem("unifieddyes:medium_" .. hue, {
description = S("Medium " .. hue2 .. " Dye"),
inventory_image = "unifieddyes_medium_" .. hue .. ".png",
groups = { dye=1, ["unicolor_medium_"..hue]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", {
description = S(hue2 .. " Dye (low saturation)"),
inventory_image = "unifieddyes_" .. hue .. "_s50.png",
groups = { dye=1, ["unicolor_"..hue.."_s50"]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
if hue ~= "red" then
minetest.register_craftitem("unifieddyes:light_" .. hue, {
description = S("Light " .. hue2 .. " Dye"),
inventory_image = "unifieddyes_light_" .. hue .. ".png",
groups = { dye=1, ["unicolor_light_"..hue]=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
end
minetest.register_alias("unifieddyes:"..hue, "dye:"..hue)
minetest.register_alias("unifieddyes:pigment_"..hue, "dye:"..hue)
end
minetest.register_alias("unifieddyes:light_red", "dye:pink")
minetest.register_alias("unifieddyes:dark_green", "dye:dark_green")
minetest.register_alias("unifieddyes:black", "dye:black")
minetest.register_alias("unifieddyes:darkgrey", "dye:dark_grey")
minetest.register_alias("unifieddyes:dark_grey", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey", "dye:grey")
minetest.register_alias("unifieddyes:lightgrey", "dye:light_grey")
minetest.register_alias("unifieddyes:light_grey", "dye:light_grey")
minetest.register_alias("unifieddyes:white", "dye:white")
minetest.register_alias("unifieddyes:white_paint", "dye:white")
minetest.register_alias("unifieddyes:titanium_dioxide", "dye:white")
minetest.register_alias("unifieddyes:lightgrey_paint", "dye:light_grey")
minetest.register_alias("unifieddyes:grey_paint", "dye:grey")
minetest.register_alias("unifieddyes:darkgrey_paint", "dye:dark_grey")
minetest.register_alias("unifieddyes:carbon_black", "dye:black")
print(S("[UnifiedDyes] Loaded!"))
dofile(modpath.."/color-tables.lua")
dofile(modpath.."/api.lua")
dofile(modpath.."/airbrush.lua")
dofile(modpath.."/dyes-crafting.lua")
dofile(modpath.."/aliases.lua")
print("[UnifiedDyes] Loaded!")
unifieddyes.init = true

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@ -1,74 +0,0 @@
# Translation by Xanthin
Lime Dye = Gelbgruener Farbstoff (Gelbgruen)
Aqua Dye = Aqua Farbstoff
Sky-blue Dye = Himmelblauer Farbstoff
Red-violet Dye = Rotvioletter Farbstoff
Light Grey Dye = Hellgrauer Farbstoff
Dark Red Dye (low saturation) = Dunkelroter Farbstoff (geringe Saettigung)
Dark Orange Dye (low saturation) = Dunkeloranger Farbstoff (geringe Saettigung)
Dark Yellow Dye (low saturation) = Dunkelgelber Farbstoff (geringe Saettigung)
Dark Lime Dye (low saturation) = Gelbgruenerlime Farbstoff (geringe Saettigung)
Dark Green Dye (low saturation) = Dunkelgruener Farbstoff (geringe Saettigung)
Dark Aqua Dye (low saturation) = Dunkelaqua Farbstoff (geringe Saettigung)
Dark Cyan Dye (low saturation) = Dunkeltuerkiser Farbstoff (geringe Saettigung)
Dark Sky-blue Dye (low saturation) = Dunkelhimmelblauer Farbstoff (geringe Saettigung)
Dark Blue Dye (low saturation) = Dunkelblauer Farbstoff (geringe Saettigung)
Dark Violet Dye (low saturation) = Dunkelvioletter Farbstoff (geringe Saettigung)
Dark Magenta Dye (low saturation) = Dunkelmagenta Farbstoff (geringe Saettigung)
Dark Red-violet Dye (low saturation) = Dunkelrotvioletter Farbstoff (geringe Saettigung)
Dark Red Dye = Dunkelroter Farbstoff
Dark Orange Dye = Dunkeloranger Farbstoff
Dark Yellow Dye = Dunkelgelber Farbstoff
Dark Lime Dye = Dunkelgelbgruener Farbstoff
Dark Green Dye = Dunkelgruener Farbstoff
Dark Aqua Dye = Dunkelaqua Farbstoff
Dark Cyan Dye = Dunkeltuerkiser Farbstoff
Dark Sky-blue Dye = Dunkelhimmelblauer Farbstoff
Dark Blue Dye = Dunkelblauer Farbstoff
Dark Violet Dye = Dunkelvioletter Farbstoff
Dark Magenta Dye = Dunkelmagenta Farbstoff
Dark Red-violet Dye = Dunkelrotvioletter Farbstoff
Medium Red Dye (low saturation) = Mittelroter Farbstoff (geringe Saettigung)
Medium Orange Dye (low saturation) = Mitteloranger Farbstoff (geringe Saettigung)
Medium Yellow Dye (low saturation) = Mittelgelber Farbstoff (geringe Saettigung)
Medium Lime Dye (low saturation) = Mittelgelbgruener Farbstoff (geringe Saettigung)
Medium Green Dye (low saturation) = Mittelgruener Farbstoff (geringe Saettigung)
Medium Aqua Dye (low saturation) = Mittelaqua Farbstoff (geringe Saettigung)
Medium Cyan Dye (low saturation) = Mitteltuerkiser Farbstoff (geringe Saettigung)
Medium Sky-blue Dye (low saturation) = Mittelhimmelblauer Farbstoff (geringe Saettigung)
Medium Blue Dye (low saturation) = Mittelblauer Farbstoff (geringe Saettigung)
Medium Violet Dye (low saturation) = Mittelvioletter Farbstoff (geringe Saettigung)
Medium Magenta Dye (low saturation) = Mittelmagenta Farbstoff (geringe Saettigung)
Medium Red-violet Dye (low saturation) = Mittelrotvioletter Farbstoff (geringe Saettigung)
Medium Red Dye = Mittelroter Farbstoff
Medium Orange Dye = Mitteloranger Farbstoff
Medium Yellow Dye = Mittelgelber Farbstoff
Medium Lime Dye = Mittelgelbgruener Farbstoff
Medium Green Dye = Mittelgruener Farbstoff
Medium Aqua Dye = Mittelaqua Farbstoff
Medium Cyan Dye = Mitteltuerkiser Farbstoff
Medium Sky-blue = Mittelhimmelblauer Farbstoff
Medium Blue Dye = Mittelblauer Farbstoff
Medium Violet Dye = Mittelvioletter Farbstoff
Medium Magenta Dye = Mittelmagenta Farbstoff
Medium Red-violet Dye = Mittelrotvioletter Farbstoff
Red Dye (low saturation) = Roter Farbstoff (geringe Saettigung)
Orange Dye (low saturation) = Oranger Farbstoff (geringe Saettigung)
Yellow Dye (low saturation) = Gelber Farbstoff (geringe Saettigung)
Lime Dye (low saturation) = Gelbgruener Farbstoff (geringe Saettigung)
Green Dye (low saturation) = Gruener Farbstoff (geringe Saettigung)
Aqua Dye (low saturation) = Aqua Farbstoff (geringe Saettigung)
Cyan Dye (low saturation) = Tuerkiser Farbstoff (geringe Saettigung)
Sky-blue Dye (low saturation) = Himmelblauer Farbstoff (geringe Saettigung)
Blue Dye (low saturation) = Blauer Farbstoff (geringe Saettigung)
Violet Dye (low saturation) = Violetter Farbstoff (geringe Saettigung)
Magenta Dye (low saturation) = Magenta Farbstoff (geringe Saettigung) lila
Red-violet Dye (low saturation) = Rotvioletter Farbstoff (geringe Saettigung)
[UnifiedDyes] Loaded! = [UnifiedDyes] geladen!

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@ -1,87 +1,104 @@
# textdomain: unifieddyes
# Template
Lime Dye =
Aqua Dye =
Sky-blue Dye =
Red-violet Dye =
Light Grey Dye =
Lime Dye=
Aqua Dye=
Sky-blue Dye=
Red-violet Dye=
Light Grey Dye=
Dark Red Dye (low saturation) =
Dark Orange Dye (low saturation) =
Dark Yellow Dye (low saturation) =
Dark Lime Dye (low saturation) =
Dark Green Dye (low saturation) =
Dark Aqua Dye (low saturation) =
Dark Cyan Dye (low saturation) =
Dark Sky-blue Dye (low saturation) =
Dark Blue Dye (low saturation) =
Dark Violet Dye (low saturation) =
Dark Magenta Dye (low saturation) =
Dark Red-violet Dye (low saturation) =
Dark Red Dye (low saturation)=
Dark Orange Dye (low saturation)=
Dark Yellow Dye (low saturation)=
Dark Lime Dye (low saturation)=
Dark Green Dye (low saturation)=
Dark Aqua Dye (low saturation)=
Dark Cyan Dye (low saturation)=
Dark Sky-blue Dye (low saturation)=
Dark Blue Dye (low saturation)=
Dark Violet Dye (low saturation)=
Dark Magenta Dye (low saturation)=
Dark Red-violet Dye (low saturation)=
Dark Red Dye =
Dark Orange Dye =
Dark Yellow Dye =
Dark Lime Dye =
Dark Green Dye =
Dark Aqua Dye =
Dark Cyan Dye =
Dark Sky-blue Dye =
Dark Blue Dye =
Dark Violet Dye =
Dark Magenta Dye =
Dark Red-violet Dye =
Dark Red Dye=
Dark Orange Dye=
Dark Yellow Dye=
Dark Lime Dye=
Dark Green Dye=
Dark Aqua Dye=
Dark Cyan Dye=
Dark Sky-blue Dye=
Dark Blue Dye=
Dark Violet Dye=
Dark Magenta Dye=
Dark Red-violet Dye=
Medium Red Dye (low saturation) =
Medium Orange Dye (low saturation) =
Medium Yellow Dye (low saturation) =
Medium Lime Dye (low saturation) =
Medium Green Dye (low saturation) =
Medium Aqua Dye (low saturation) =
Medium Cyan Dye (low saturation) =
Medium Sky-blue Dye (low saturation) =
Medium Blue Dye (low saturation) =
Medium Violet Dye (low saturation) =
Medium Magenta Dye (low saturation) =
Medium Red-violet Dye (low saturation) =
Medium Red Dye (low saturation)=
Medium Orange Dye (low saturation)=
Medium Yellow Dye (low saturation)=
Medium Lime Dye (low saturation)=
Medium Green Dye (low saturation)=
Medium Aqua Dye (low saturation)=
Medium Cyan Dye (low saturation)=
Medium Sky-blue Dye (low saturation)=
Medium Blue Dye (low saturation)=
Medium Violet Dye (low saturation)=
Medium Magenta Dye (low saturation)=
Medium Red-violet Dye (low saturation)=
Medium Red Dye =
Medium Orange Dye =
Medium Yellow Dye =
Medium Lime Dye =
Medium Green Dye =
Medium Aqua Dye =
Medium Cyan Dye =
Medium Sky-blue =
Medium Blue Dye =
Medium Violet Dye =
Medium Magenta Dye =
Medium Red-violet Dye =
Medium Red Dye=
Medium Orange Dye=
Medium Yellow Dye=
Medium Lime Dye=
Medium Green Dye=
Medium Aqua Dye=
Medium Cyan Dye=
Medium Sky-blue=
Medium Blue Dye=
Medium Violet Dye=
Medium Magenta Dye=
Medium Red-violet Dye=
Red Dye (low saturation) =
Orange Dye (low saturation) =
Yellow Dye (low saturation) =
Lime Dye (low saturation) =
Green Dye (low saturation) =
Aqua Dye (low saturation) =
Cyan Dye (low saturation) =
Sky-blue Dye (low saturation) =
Blue Dye (low saturation) =
Violet Dye (low saturation) =
Magenta Dye (low saturation) =
Red-violet Dye (low saturation) =
Red Dye (low saturation)=
Orange Dye (low saturation)=
Yellow Dye (low saturation)=
Lime Dye (low saturation)=
Green Dye (low saturation)=
Aqua Dye (low saturation)=
Cyan Dye (low saturation)=
Sky-blue Dye (low saturation)=
Blue Dye (low saturation)=
Violet Dye (low saturation)=
Magenta Dye (low saturation)=
Red-violet Dye (low saturation)=
Red Dye =
Orange Dye =
Yellow Dye =
Lime Dye =
Green Dye =
Aqua Dye =
Cyan Dye =
Sky-blue Dye =
Blue Dye =
Violet Dye =
Magenta Dye =
Red-violet Dye =
Red Dye=
Orange Dye=
Yellow Dye=
Lime Dye=
Green Dye=
Aqua Dye=
Cyan Dye=
Sky-blue Dye=
Blue Dye=
Violet Dye=
Magenta Dye=
Red-violet Dye=
[UnifiedDyes] Loaded! =
[UnifiedDyes] Loaded!=
Dye Airbrush=
Select a color:=
(Right-clicked a node that supports all 256 colors, showing them all)=
(Right-clicked a node not supported by the Airbrush, showing all colors)=
Dyes=
Your selection=
Your selection:=
Cancel=
Accept=
Show Available=
(Currently showing all 256 colors)=
Show All Colors=
(Currently only showing what the right-clicked node can use)=

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@ -1,88 +0,0 @@
# TUrkish translation
# Mahmutelmas06@hotmail.com
Lime Dye = Limon Yeşili Boya
Aqua Dye = Deniz mavisi Boya
Sky-blue Dye = Gök-Mavi Boya
Red-violet Dye = Kırmızılı Boya
Light Grey Dye = Açık Grey Boya
Dark Red Dye (low saturation) = Koyu Kırmızı Boya (düşük doygunluk)
Dark Orange Dye (low saturation) = Koyu Turuncu Boya (düşük doygunluk)
Dark Yellow Dye (low saturation) = Koyu Sarı Boya (düşük doygunluk)
Dark Lime Dye (low saturation) = Koyu Limon Yeşili Boya (düşük doygunluk)
Dark Green Dye (low saturation) = Koyu Yeşil Boya (düşük doygunluk)
Dark Aqua Dye (low saturation) = Koyu Deniz mavisi boya (düşük doygunluk)
Dark Cyan Dye (low saturation) = Koyu Cam göbeği Boya (düşük doygunluk)
Dark Sky-blue Dye (low saturation) = Koyu Gök-Mavi Boya (düşük doygunluk)
Dark Blue Dye (low saturation) = Koyu Mavi Boya (düşük doygunluk)
Dark Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Dark Magenta Dye (low saturation) = Koyu Kızılımsı Mor Boya (düşük doygunluk)
Dark Red-violet Dye (low saturation) = Koyu Kırmızılı Boya (düşük doygunluk)
Dark Red Dye = Koyu Kırmızı Boya
Dark Orange Dye = Koyu Turuncu Boya
Dark Yellow Dye = Koyu Sarı Boya
Dark Lime Dye = Koyu Limon Yeşili Boya
Dark Green Dye = Koyu Yeşil Boya
Dark Aqua Dye = Koyu Deniz mavisi Boya
Dark Cyan Dye = Koyu Cam göbeği Boya
Dark Sky-blue Dye = Koyu Gök-Mavi Boya
Dark Blue Dye = Koyu Mavi Boya
Dark Violet Dye = Koyu mor Boya
Dark Magenta Dye = Koyu Kızılımsı Mor Boya
Dark Red-violet Dye = Koyu Kırmızılı Boya
Medium Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
Medium Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
Medium Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
Medium Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
Medium Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
Medium Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
Medium Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
Medium Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
Medium Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
Medium Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Medium Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
Medium Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
Medium Red Dye = Kırmızı Boya
Medium Orange Dye = Turuncu Boya
Medium Yellow Dye = Sarı Boya
Medium Lime Dye = Limon Yeşili Boya
Medium Green Dye = Yeşil Boya
Medium Aqua Dye = Deniz mavisi Boya
Medium Cyan Dye = Cam göbeği Boya
Medium Sky-blue = Gök-Mavi
Medium Blue Dye = Mavi Boya
Medium Violet Dye = Koyu mor Boya
Medium Magenta Dye = Kızılımsı Mor Boya
Medium Red-violet Dye = Kırmızılı Boya
Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
Red Dye = Kırmızı Boya
Orange Dye = Turuncu Boya
Yellow Dye = Sarı Boya
Lime Dye = Limon Yeşili Boya
Green Dye = Yeşil Boya
Aqua Dye = Deniz mavisi Boya
Cyan Dye = Cam göbeği Boya
Sky-blue Dye = Gök-Mavi Boya
Blue Dye = Mavi Boya
Violet Dye = Koyu mor Boya
Magenta Dye = Kızılımsı Mor Boya
Red-violet Dye = Kırmızılı Boya
[UnifiedDyes] Loaded! = [UnifiedBoyas] yüklendi!

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# textdomain: unifieddyes
# Translation by Xanthin
Lime Dye=Gelbgruener Farbstoff (Gelbgruen)
Aqua Dye=Aqua Farbstoff
Sky-blue Dye=Himmelblauer Farbstoff
Red-violet Dye=Rotvioletter Farbstoff
Light Grey Dye=Hellgrauer Farbstoff
Dark Red Dye (low saturation)=Dunkelroter Farbstoff (geringe Saettigung)
Dark Orange Dye (low saturation)=Dunkeloranger Farbstoff (geringe Saettigung)
Dark Yellow Dye (low saturation)=Dunkelgelber Farbstoff (geringe Saettigung)
Dark Lime Dye (low saturation)=Gelbgruenerlime Farbstoff (geringe Saettigung)
Dark Green Dye (low saturation)=Dunkelgruener Farbstoff (geringe Saettigung)
Dark Aqua Dye (low saturation)=Dunkelaqua Farbstoff (geringe Saettigung)
Dark Cyan Dye (low saturation)=Dunkeltuerkiser Farbstoff (geringe Saettigung)
Dark Sky-blue Dye (low saturation)=Dunkelhimmelblauer Farbstoff (geringe Saettigung)
Dark Blue Dye (low saturation)=Dunkelblauer Farbstoff (geringe Saettigung)
Dark Violet Dye (low saturation)=Dunkelvioletter Farbstoff (geringe Saettigung)
Dark Magenta Dye (low saturation)=Dunkelmagenta Farbstoff (geringe Saettigung)
Dark Red-violet Dye (low saturation)=Dunkelrotvioletter Farbstoff (geringe Saettigung)
Dark Red Dye=Dunkelroter Farbstoff
Dark Orange Dye=Dunkeloranger Farbstoff
Dark Yellow Dye=Dunkelgelber Farbstoff
Dark Lime Dye=Dunkelgelbgruener Farbstoff
Dark Green Dye=Dunkelgruener Farbstoff
Dark Aqua Dye=Dunkelaqua Farbstoff
Dark Cyan Dye=Dunkeltuerkiser Farbstoff
Dark Sky-blue Dye=Dunkelhimmelblauer Farbstoff
Dark Blue Dye=Dunkelblauer Farbstoff
Dark Violet Dye=Dunkelvioletter Farbstoff
Dark Magenta Dye=Dunkelmagenta Farbstoff
Dark Red-violet Dye=Dunkelrotvioletter Farbstoff
Medium Red Dye (low saturation)=Mittelroter Farbstoff (geringe Saettigung)
Medium Orange Dye (low saturation)=Mitteloranger Farbstoff (geringe Saettigung)
Medium Yellow Dye (low saturation)=Mittelgelber Farbstoff (geringe Saettigung)
Medium Lime Dye (low saturation)=Mittelgelbgruener Farbstoff (geringe Saettigung)
Medium Green Dye (low saturation)=Mittelgruener Farbstoff (geringe Saettigung)
Medium Aqua Dye (low saturation)=Mittelaqua Farbstoff (geringe Saettigung)
Medium Cyan Dye (low saturation)=Mitteltuerkiser Farbstoff (geringe Saettigung)
Medium Sky-blue Dye (low saturation)=Mittelhimmelblauer Farbstoff (geringe Saettigung)
Medium Blue Dye (low saturation)=Mittelblauer Farbstoff (geringe Saettigung)
Medium Violet Dye (low saturation)=Mittelvioletter Farbstoff (geringe Saettigung)
Medium Magenta Dye (low saturation)=Mittelmagenta Farbstoff (geringe Saettigung)
Medium Red-violet Dye (low saturation)=Mittelrotvioletter Farbstoff (geringe Saettigung)
Medium Red Dye=Mittelroter Farbstoff
Medium Orange Dye=Mitteloranger Farbstoff
Medium Yellow Dye=Mittelgelber Farbstoff
Medium Lime Dye=Mittelgelbgruener Farbstoff
Medium Green Dye=Mittelgruener Farbstoff
Medium Aqua Dye=Mittelaqua Farbstoff
Medium Cyan Dye=Mitteltuerkiser Farbstoff
Medium Sky-blue=Mittelhimmelblauer Farbstoff
Medium Blue Dye=Mittelblauer Farbstoff
Medium Violet Dye=Mittelvioletter Farbstoff
Medium Magenta Dye=Mittelmagenta Farbstoff
Medium Red-violet Dye=Mittelrotvioletter Farbstoff
Red Dye (low saturation)=Roter Farbstoff (geringe Saettigung)
Orange Dye (low saturation)=Oranger Farbstoff (geringe Saettigung)
Yellow Dye (low saturation)=Gelber Farbstoff (geringe Saettigung)
Lime Dye (low saturation)=Gelbgruener Farbstoff (geringe Saettigung)
Green Dye (low saturation)=Gruener Farbstoff (geringe Saettigung)
Aqua Dye (low saturation)=Aqua Farbstoff (geringe Saettigung)
Cyan Dye (low saturation)=Tuerkiser Farbstoff (geringe Saettigung)
Sky-blue Dye (low saturation)=Himmelblauer Farbstoff (geringe Saettigung)
Blue Dye (low saturation)=Blauer Farbstoff (geringe Saettigung)
Violet Dye (low saturation)=Violetter Farbstoff (geringe Saettigung)
Magenta Dye (low saturation)=Magenta Farbstoff (geringe Saettigung) lila
Red-violet Dye (low saturation)=Rotvioletter Farbstoff (geringe Saettigung)
[UnifiedDyes] Loaded!=[UnifiedDyes] geladen!
Dye Airbrush=Farbstroff Airbrush
Select a color:=Wähle eine Farbe
(Right-clicked a node that supports all 256 colors, showing them all)=(Angeklickter Block unterstützt alle 256 Farben, zeige alle)
(Right-clicked a node not supported by the Airbrush, showing all colors)=(Angeklickter Block unterstützt kein Airbrush, zeige alle Farben)
Dyes=Farbstoffe
Your selection=Deine Auswahl
Your selection:=Deine Auswahl:
Cancel=Abbrechen
Accept=Übernehmen
Show Available=Zeige verfügbare
(Currently showing all 256 colors)=(Zeige alle 256 Farben)
Show All Colors=Zeige alle Farben
(Currently only showing what the right-clicked node can use)=(Zeige alle, die der angeklickte Block verwenden kann)

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# textdomain: unifieddyes
# Traducido por Carlos Barraza
Lime Dye=Colorante Lima
Aqua Dye=Colorante Agua
Sky-blue Dye=Colorante Azul Cielo
Red-violet Dye=Colorante Rojo Violeta
Light Grey Dye=Colorante Gris Claro
Dark Red Dye (low saturation)=Colorante Rojo Oscuro (baja saturación)
Dark Orange Dye (low saturation)=Colorante Naranja Oscuro (baja saturación)
Dark Yellow Dye (low saturation)=Colorante Amarillo Oscuro (baja saturación)
Dark Lime Dye (low saturation)=Colorante Lima Oscuro (baja saturación)
Dark Green Dye (low saturation)=Colorante Verde Oscuro (baja saturación)
Dark Aqua Dye (low saturation)=Colorante Agua Oscuro (baja saturación)
Dark Cyan Dye (low saturation)=Colorante Cian Oscuro (baja saturación)
Dark Sky-blue Dye (low saturation)=Colorante Azul Cielo Oscuro (baja saturación)
Dark Blue Dye (low saturation)=Colorante Azul Oscuro (baja saturación)
Dark Violet Dye (low saturation)=Colorante Violeta Oscuro (baja saturación)
Dark Magenta Dye (low saturation)=Colorante Magenta Oscuro (baja saturación)
Dark Red-violet Dye (low saturation)=Colorante Rojo Violeta Oscuro (baja saturación)
Dark Red Dye=Colorante Rojo Oscuro
Dark Orange Dye=Colorante Naranja Oscuro
Dark Yellow Dye=Colorante Amarillo Oscuro
Dark Lime Dye=Colorante Lima Oscuro
Dark Green Dye=Colorante Verde Oscuro
Dark Aqua Dye=Colorante Agua Oscuro
Dark Cyan Dye=Colorante Cian Oscuro
Dark Sky-blue Dye=Colorante Azul Cielo Oscuro
Dark Blue Dye=Colorante Azul Oscuro
Dark Violet Dye=Colorante Violeta Oscuro
Dark Magenta Dye=Colorante Magenta Oscuro
Dark Red-violet Dye=Colorante Rojo Violeta Oscuro
Medium Red Dye (low saturation)=Colorante Rojo Claro (baja saturación)
Medium Orange Dye (low saturation)=Colorante Naranja Claro (baja saturación)
Medium Yellow Dye (low saturation)=Colorante Amarillo Claro (baja saturación)
Medium Lime Dye (low saturation)=Colorante Lima Claro (baja saturación)
Medium Green Dye (low saturation)=Colorante Verde Claro (baja saturación)
Medium Aqua Dye (low saturation)=Colorante Agua Claro (baja saturación)
Medium Cyan Dye (low saturation)=Colorante Cian Claro (baja saturación)
Medium Sky-blue Dye (low saturation)=Colorante Azul Cielo Claro (baja saturación)
Medium Blue Dye (low saturation)=Colorante Azul Claro (baja saturación)
Medium Violet Dye (low saturation)=Colorante Violeta Claro (baja saturación)
Medium Magenta Dye (low saturation)=Colorante Magenta Claro (baja saturación)
Medium Red-violet Dye (low saturation)=Colorante Rojo Violeta Claro (baja saturación)
Medium Red Dye=Colorante Rojo Claro
Medium Orange Dye=Colorante Naranja Claro
Medium Yellow Dye=Colorante Amarillo Claro
Medium Lime Dye=Colorante Lima Claro
Medium Green Dye=Colorante Verde Claro
Medium Aqua Dye=Colorante Agua Claro
Medium Cyan Dye=Colorante Cian Claro
Medium Sky-blue=Colorante Azul Cielo Claro
Medium Blue Dye=Colorante Azul Claro
Medium Violet Dye=Colorante Violeta Claro
Medium Magenta Dye=Colorante Magenta Claro
Medium Red-violet Dye=Colorante Rojo Violeta Claro
Red Dye (low saturation)=Colorante Rojo (baja saturación)
Orange Dye (low saturation)=Colorante Naranja (baja saturación)
Yellow Dye (low saturation)=Colorante Amarillo (baja saturación)
Lime Dye (low saturation)=Colorante Lima (baja saturación)
Green Dye (low saturation)=Colorante Verde (baja saturación)
Aqua Dye (low saturation)=Colorante Agua (baja saturación)
Cyan Dye (low saturation)=Colorante Cian (baja saturación)
Sky-blue Dye (low saturation)=Colorante Azul Cielo (baja saturación)
Blue Dye (low saturation)=Colorante Azul (baja saturación)
Violet Dye (low saturation)=Colorante Violeta (baja saturación)
Magenta Dye (low saturation)=Colorante Magenta (baja saturación)
Red-violet Dye (low saturation)=Colorante Rojo Violeta (baja saturación)
Red Dye=Colorante Rojo
Orange Dye=Colorante Naranja
Yellow Dye=Colorante Amarillo
Lime Dye=Colorante Lima
Green Dye=Colorante Verde
Aqua Dye=Colorante Agua
Cyan Dye=Colorante Cian
Sky-blue Dye=Colorante Azul Cielo
Blue Dye=Colorante Azul
Violet Dye=Colorante Violeta
Magenta Dye=Colorante Magenta
Red-violet Dye=Colorante Rojo Violeta
[UnifiedDyes] Loaded!=[ColorantesUnificados] Cargado.

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# textdomain: unifieddyes
# Template
Lime Dye=Teinture citron-vert
Aqua Dye=Teinture aqua
Sky-blue Dye=Teinture bleu ciel
Red-violet Dye=Teinture rouge-violet
Light Grey Dye=Teinture gris clair
Dark Red Dye (low saturation)=Teinture rouge foncé (basse saturation)
Dark Orange Dye (low saturation)=Teinture orange foncé (basse saturation)
Dark Yellow Dye (low saturation)=Teinture jaune foncé (basse saturation)
Dark Lime Dye (low saturation)=Teinture citron-vert foncé (basse saturation)
Dark Green Dye (low saturation)=Teinture vert foncé (basse saturation)
Dark Aqua Dye (low saturation)=Teinture aqua foncé (basse saturation)
Dark Cyan Dye (low saturation)=Teinture cyan foncé (basse saturation)
Dark Sky-blue Dye (low saturation)=Teinture bleu ciel foncé (basse saturation)
Dark Blue Dye (low saturation)=Teinture bleu foncé (basse saturation)
Dark Violet Dye (low saturation)=Teinture violet foncé (basse saturation)
Dark Magenta Dye (low saturation)=Teinture magenta foncé (basse saturation)
Dark Red-violet Dye (low saturation)=Teinture rouge-violet foncé (basse saturation)
Dark Red Dye=Teinture rouge foncé
Dark Orange Dye=Teinture orange foncé
Dark Yellow Dye=Teinture jaune foncé
Dark Lime Dye=Teinture citron-vert foncé
Dark Green Dye=Teinture vert foncé
Dark Aqua Dye=Teinture aqua foncé
Dark Cyan Dye=Teinture cyan foncé
Dark Sky-blue Dye=Teinture bleu ciel foncé
Dark Blue Dye=Teinture bleu foncé
Dark Violet Dye=Teinture violet foncé
Dark Magenta Dye=Teinture magenta foncé
Dark Red-violet Dye=Teinture rouge-violet foncé
Medium Red Dye (low saturation)=Teinture rouge moyen (basse saturation)
Medium Orange Dye (low saturation)=Teinture orange moyen (basse saturation)
Medium Yellow Dye (low saturation)=Teinture jaune moyen (basse saturation)
Medium Lime Dye (low saturation)=Teinture citron-vert moyen (basse saturation)
Medium Green Dye (low saturation)=Teinture vert moyen (basse saturation)
Medium Aqua Dye (low saturation)=Teinture aqua moyen (basse saturation)
Medium Cyan Dye (low saturation)=Teinture cyan moyen (basse saturation)
Medium Sky-blue Dye (low saturation)=Teinture bleu ciel moyen (basse saturation)
Medium Blue Dye (low saturation)=Teinture bleu moyen (basse saturation)
Medium Violet Dye (low saturation)=Teinture violet moyen (basse saturation)
Medium Magenta Dye (low saturation)=Teinture magenta moyen (basse saturation)
Medium Red-violet Dye (low saturation)=Teinture rouge-violet moyen (basse saturation)
Medium Red Dye=Teinture rouge moyen
Medium Orange Dye=Teinture orange moyen
Medium Yellow Dye=Teinture jaune moyen
Medium Lime Dye=Teinture citron-vert moyen
Medium Green Dye=Teinture vert moyen
Medium Aqua Dye=Teinture aqua moyen
Medium Cyan Dye=Teinture cyan moyen
Medium Sky-blue=Teinture bleu ciel moyen
Medium Blue Dye=Teinture bleu moyen
Medium Violet Dye=Teinture violet moyen
Medium Magenta Dye=Teinture magenta moyen
Medium Red-violet Dye=Teinture rouge-violet moyen
Red Dye (low saturation)=Teinture rouge (basse saturation)
Orange Dye (low saturation)=Teinture orange (basse saturation)
Yellow Dye (low saturation)=Teinture jaune (basse saturation)
Lime Dye (low saturation)=Teinture citron-vert (basse saturation)
Green Dye (low saturation)=Teinture vert (basse saturation)
Aqua Dye (low saturation)=Teinture aqua (basse saturation)
Cyan Dye (low saturation)=Teinture cyan (basse saturation)
Sky-blue Dye (low saturation)=Teinture bleu ciel (basse saturation)
Blue Dye (low saturation)=Teinture bleu (basse saturation)
Violet Dye (low saturation)=Teinture violet (basse saturation)
Magenta Dye (low saturation)=Teinture magenta (basse saturation)
Red-violet Dye (low saturation)=Teinture rouge-violet (basse saturation)
Red Dye=Teinture rouge
Orange Dye=Teinture orange
Yellow Dye=Teinture jaune
Lime Dye=Teinture citron-vert
Green Dye=Teinture vert
Aqua Dye=Teinture aqua
Cyan Dye=Teinture cyan
Sky-blue Dye=Teinture bleu ciel
Blue Dye=Teinture bleu
Violet Dye=Teinture violet
Magenta Dye=Teinture magenta
Red-violet Dye=Teinture rouge-violet
[UnifiedDyes] Loaded!=[UnifiedDyes] chargé !
Dye Airbrush=Aérographe à colorants
Select a color:=Choisissez une couleur
(Right-clicked a node that supports all 256 colors, showing them all)=(Le bloc supporte toutes les 256 couleurs, affichage de toutes celles-ci)
(Right-clicked a node not supported by the Airbrush, showing all colors)=(Le bloc nest pas supporté par laérographe, affichage de toutes les couleurs)
Dyes=Teintures
Your selection=Votre sélection
Your selection:=Votre sélection :
Cancel=Annuler
Accept=Valider
Show Available=Voir dispo.
(Currently showing all 256 colors)=(Actuellement en train dafficher toutes les 256 couleurs)
Show All Colors=Voir toutes
(Currently only showing what the right-clicked node can use)=(Actuellement en train dafficher uniquement ce que le bloc peut utiliser)

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# textdomain: unifieddyes
# Malay translation by MuhdNurHidayat
Lime Dye=Pewarna Hijau Pucuk Pisang
Aqua Dye=Pewarna Akuamarin
Sky-blue Dye=Pewarna Biru Langit
Red-violet Dye=Pewarna Merah Lembayung
Light Grey Dye=Pewarna Kelabu Muda
Dark Red Dye (low saturation)=Pewarna Merah Tua (penepuan rendah)
Dark Orange Dye (low saturation)=Pewarna Jingga Tua (penepuan rendah)
Dark Yellow Dye (low saturation)=Pewarna Kuning Tua (penepuan rendah)
Dark Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang Tua (penepuan rendah)
Dark Green Dye (low saturation)=Pewarna Hijau Tua (penepuan rendah)
Dark Aqua Dye (low saturation)=Pewarna Akuamarin Tua (penepuan rendah)
Dark Cyan Dye (low saturation)=Pewarna Sian Tua (penepuan rendah)
Dark Sky-blue Dye (low saturation)=Pewarna Biru Langit Tua (penepuan rendah)
Dark Blue Dye (low saturation)=Pewarna Biru Tua (penepuan rendah)
Dark Violet Dye (low saturation)=Pewarna Lembayung Tua (penepuan rendah)
Dark Magenta Dye (low saturation)=Pewarna Magenta Tua (penepuan rendah)
Dark Red-violet Dye (low saturation)=Pewarna Merah Lembayung Tua (penepuan rendah)
Dark Red Dye=Pewarna Merah Tua
Dark Orange Dye=Pewarna Jingga Tua
Dark Yellow Dye=Pewarna Kuning Tua
Dark Lime Dye=Pewarna Hijau Pucuk Pisang Tua
Dark Green Dye=Pewarna Hijau Tua
Dark Aqua Dye=Pewarna Akuamarin Tua
Dark Cyan Dye=Pewarna Sian Tua
Dark Sky-blue Dye=Pewarna Biru Langit Tua
Dark Blue Dye=Pewarna Biru Tua
Dark Violet Dye=Pewarna Lembayung Tua
Dark Magenta Dye=Pewarna Magenta Tua
Dark Red-violet Dye=Pewarna Merah Lembayung Tua
Medium Red Dye (low saturation)=Pewarna Merah Sederhana (penepuan rendah)
Medium Orange Dye (low saturation)=Pewarna Jingga Sederhana (penepuan rendah)
Medium Yellow Dye (low saturation)=Pewarna Kuning Sederhana (penepuan rendah)
Medium Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang Sederhana (penepuan rendah)
Medium Green Dye (low saturation)=Pewarna Hijau Sederhana (penepuan rendah)
Medium Aqua Dye (low saturation)=Pewarna Akuamarin Sederhana (penepuan rendah)
Medium Cyan Dye (low saturation)=Pewarna Sian Sederhana (penepuan rendah)
Medium Sky-blue Dye (low saturation)=Pewarna Biru Langit Sederhana (penepuan rendah)
Medium Blue Dye (low saturation)=Pewarna Biru Sederhana (penepuan rendah)
Medium Violet Dye (low saturation)=Pewarna Lembayung Sederhana (penepuan rendah)
Medium Magenta Dye (low saturation)=Pewarna Magenta Sederhana (penepuan rendah)
Medium Red-violet Dye (low saturation)=Pewarna Merah Lembayung Sederhana (penepuan rendah)
Medium Red Dye=Pewarna Merah Sederhana
Medium Orange Dye=Pewarna Jingga Sederhana
Medium Yellow Dye=Pewarna Kuning Sederhana
Medium Lime Dye=Pewarna Hijau Pucuk Pisang Sederhana
Medium Green Dye=Pewarna Hijau Sederhana
Medium Aqua Dye=Pewarna Akuamarin Sederhana
Medium Cyan Dye=Pewarna Sian Sederhana
Medium Sky-blue=Pewarna Biru Langit Sederhana
Medium Blue Dye=Pewarna Biru Sederhana
Medium Violet Dye=Pewarna Lembayung Sederhana
Medium Magenta Dye=Pewarna Magenta Sederhana
Medium Red-violet Dye=Pewarna Merah Lembayung Sederhana
Red Dye (low saturation)=Pewarna Merah (penepuan rendah)
Orange Dye (low saturation)=Pewarna Jingga (penepuan rendah)
Yellow Dye (low saturation)=Pewarna Kuning (penepuan rendah)
Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang (penepuan rendah)
Green Dye (low saturation)=Pewarna Hijau (penepuan rendah)
Aqua Dye (low saturation)=Pewarna Akuamarin (penepuan rendah)
Cyan Dye (low saturation)=Pewarna Sian (penepuan rendah)
Sky-blue Dye (low saturation)=Pewarna Biru Langit (penepuan rendah)
Blue Dye (low saturation)=Pewarna Biru (penepuan rendah)
Violet Dye (low saturation)=Pewarna Lembayung (penepuan rendah)
Magenta Dye (low saturation)=Pewarna Magenta (penepuan rendah)
Red-violet Dye (low saturation)=Pewarna Merah Lembayung(penepuan rendah)
Red Dye=Pewarna Merah
Orange Dye=Pewarna Jingga
Yellow Dye=Pewarna Kuning
Lime Dye=Pewarna Hijau Pucuk Pisang
Green Dye=Pewarna Hijau
Aqua Dye=Pewarna Akuamarin
Cyan Dye=Pewarna Sian
Sky-blue Dye=Pewarna Biru Langit
Blue Dye=Pewarna Biru
Violet Dye=Pewarna Lembayung
Magenta Dye=Pewarna Magenta
Red-violet Dye=Pewarna Merah Lembayung
[UnifiedDyes] Loaded!=[UnifiedDyes] Telah Dimuatkan!

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# textdomain: unifieddyes
Lime Dye=Corante Lima
Aqua Dye=Corante Água
Sky-blue Dye=Corante Azul-Céu
Red-violet Dye=Corante Vermelho-Violeta
Light Grey Dye=Corante Cinza Claro
Dark Red Dye (low saturation)=Corante Vermelho Escuro (baixa saturação)
Dark Orange Dye (low saturation)=Corante Laranja Escuro (baixa saturação)
Dark Yellow Dye (low saturation)=Corante Amarelo Escuro (baixa saturação)
Dark Lime Dye (low saturation)=Corante Lima Escuro (baixa saturação)
Dark Green Dye (low saturation)=Corante Verde Escuro (baixa saturação)
Dark Aqua Dye (low saturation)=Corante Água Escuro (baixa saturação)
Dark Cyan Dye (low saturation)=Corante Ciano Escuro (baixa saturação)
Dark Sky-blue Dye (low saturation)=Corante Azul-Céu Escuro (baixa saturação)
Dark Blue Dye (low saturation)=Corante Azul Escuro (baixa saturação)
Dark Violet Dye (low saturation)=Corante Violeta Escuro (baixa saturação)
Dark Magenta Dye (low saturation)=Corante Magenta Escuro (baixa saturação)
Dark Red-violet Dye (low saturation)=Corante Vermelho-Violeta Escuro (baixa saturação)
Dark Red Dye=Corante Vermelho Escuro
Dark Orange Dye=Corante Laranja Escuro
Dark Yellow Dye=Corante Amarelo Escuro
Dark Lime Dye=Corante Lima Escuro
Dark Green Dye=Corante Verde Escuro
Dark Aqua Dye=Corante Água Escuro
Dark Cyan Dye=Corante Ciano Escuro
Dark Sky-blue Dye=Corante Azul-Céu Escuro
Dark Blue Dye=Corante Azul Escuro
Dark Violet Dye=Corante Violeta Escuro
Dark Magenta Dye=Corante Magenta Escuro
Dark Red-violet Dye=Corante Vermelho-Violeta Escuro
Medium Red Dye (low saturation)=Corante Vermelho Médio (baixa saturação)
Medium Orange Dye (low saturation)=Corante Laranja Médio (baixa saturação)
Medium Yellow Dye (low saturation)=Corante Amarelo Médio (baixa saturação)
Medium Lime Dye (low saturation)=Corante Lima Médio (baixa saturação)
Medium Green Dye (low saturation)=Corante Verde Médio (baixa saturação)
Medium Aqua Dye (low saturation)=Corante Água Médio (baixa saturação)
Medium Cyan Dye (low saturation)=Corante Ciano Médio (baixa saturação)
Medium Sky-blue Dye (low saturation)=Corante Azul-Céu Médio (baixa saturação)
Medium Blue Dye (low saturation)=Corante Azul Médio (baixa saturação)
Medium Violet Dye (low saturation)=Corante Violeta Médio (baixa saturação)
Medium Magenta Dye (low saturation)=Corante Magenta Médio (baixa saturação)
Medium Red-violet Dye (low saturation)=Corante Vermelho-Violeta Médio (baixa saturação)
Medium Red Dye=Corante Vermelho Médio
Medium Orange Dye=Corante Laranja Médio
Medium Yellow Dye=Corante Amarelo Médio
Medium Lime Dye=Corante Lima Médio
Medium Green Dye=Corante Verde Médio
Medium Aqua Dye=Corante Água Médio
Medium Cyan Dye=Corante Ciano Médio
Medium Sky-blue=Corante Azul-Céu Médio
Medium Blue Dye=Corante Azul Médio
Medium Violet Dye=Corante Violeta Médio
Medium Magenta Dye=Corante Magenta Médio
Medium Red-violet Dye=Corante Vermelho-Violeta Médio
Red Dye (low saturation)=Corante Vermelho (baixa saturação)
Orange Dye (low saturation)=Corante Laranja (baixa saturação)
Yellow Dye (low saturation)=Corante Amarelo (baixa saturação)
Lime Dye (low saturation)=Corante Lima (baixa saturação)
Green Dye (low saturation)=Corante Vermelho (baixa saturação)
Aqua Dye (low saturation)=Corante Água (baixa saturação)
Cyan Dye (low saturation)=Corante Ciano (baixa saturação)
Sky-blue Dye (low saturation)=Corante Azul-Céu (baixa saturação)
Blue Dye (low saturation)=Corante Azul (baixa saturação)
Violet Dye (low saturation)=Corante Violeta (baixa saturação)
Magenta Dye (low saturation)=Corante Magenta (baixa saturação)
Red-violet Dye (low saturation)=Corante Vermelho-Violeta (baixa saturação)
Red Dye=Corante Vermelho
Orange Dye=Corante Laranja
Yellow Dye=Corante Amarelo
Lime Dye=Corante Lima
Green Dye=Corante Verde
Aqua Dye=Corante Água
Cyan Dye=Corano Ciano
Sky-blue Dye=Corante Azul-Céu
Blue Dye=Corante Azul
Violet Dye=Corante Violeta
Magenta Dye=Corante Magenta
Red-violet Dye=Corante Vermelho-Violeta
[UnifiedDyes] Loaded!=[UnifiedDyes] Carregado!

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# textdomain: unifieddyes
# Translation by @drakes_journey
Lime Dye=Лаймовая краска
Aqua Dye=Аквамариновая краска
Sky-blue Dye=Голубая краска
Red-violet Dye=Красно-фиолетовая краска
Light Grey Dye=Светло-серая краска
Dark Red Dye (low saturation)=Темная красная краска (низкая насыщенность)
Dark Orange Dye (low saturation)=Темная оранжевая краска (низкая насыщенность)
Dark Yellow Dye (low saturation)=Темная желтая краска (низкая насыщенность)
Dark Lime Dye (low saturation)=Темная лаймовая краска (низкая насыщенность)
Dark Green Dye (low saturation)=Темная зеленая краска (низкая насыщенность)
Dark Aqua Dye (low saturation)=Темная аквамариновая краска (низкая насыщенность)
Dark Cyan Dye (low saturation)=Темная бирюзовая краска (низкая насыщенность)
Dark Sky-blue Dye (low saturation)=Темная голубая краска (низкая насыщенность)
Dark Blue Dye (low saturation)=Темная синяя краска (низкая насыщенность)
Dark Violet Dye (low saturation)=Темная фиолетовая краска (низкая насыщенность)
Dark Magenta Dye (low saturation)=Темная пурпурная краска (низкая насыщенность)
Dark Red-violet Dye (low saturation)=Темная краснофиолетовая краска (низкая насыщенность)
Dark Red Dye=Темная красная краска
Dark Orange Dye=Темная оранжевая краска
Dark Yellow Dye=Темная желтая краска
Dark Lime Dye=Темная зеленая краска
Dark Green Dye=Темная зеленая краска
Dark Aqua Dye=Темная аквамариновая краска
Dark Cyan Dye=Темная бирюзовая краска
Dark Sky-blue Dye=Темная голубая краска
Dark Blue Dye=Темная синяя краска
Dark Violet Dye=Темная фиолетовая краска
Dark Magenta Dye=Темная пурпурная краска
Dark Red-violet Dye=Темная красно-фиолетовая краска
Medium Red Dye (low saturation)=Средне-красная краска (низкая насыщенность)
Medium Orange Dye (low saturation)=Средне-оранжевая краска (низкая насыщенность)
Medium Yellow Dye (low saturation)=Средне-желтая краска (низкая насыщенность)
Medium Lime Dye (low saturation)=Средне-зеленая краска (низкая насыщенность)
Medium Green Dye (low saturation)=Средне-зеленая краска (низкая насыщенность)
Medium Aqua Dye (low saturation)=Средне-аквамариновая краска (низкая насыщенность)
Medium Cyan Dye (low saturation)=Средне-бирюзовая краска (низкая насыщенность)
Medium Sky-blue Dye (low saturation)=Средне-голубая краска (низкая насыщенность)
Medium Blue Dye (low saturation)=Средне-синяя краска (низкая насыщенность)
Medium Violet Dye (low saturation)=Средне-фиолетовая краска (низкая насыщенность)
Medium Magenta Dye (low saturation)=Средне-пурпурная краска (низкая насыщенность)
Medium Red-violet Dye (low saturation)=Средне-краснофиолетовая краска (низкая насыщенность)
Medium Red Dye=Средне-красная краска
Medium Orange Dye=Средне-оранжевая краска
Medium Yellow Dye=Средне-желтая краска
Medium Lime Dye=Средне-лаймовая краска
Medium Green Dye=Средне-зеленая краска
Medium Aqua Dye=Средне-аквамариновая краска
Medium Cyan Dye=Средне-бирюзовая краска
Medium Sky-blue=Средне-голубая краска
Medium Blue Dye=Средне-синяя краска
Medium Violet Dye=Средне-фиолетовая краска
Medium Magenta Dye=Средне-пурпурная краска
Medium Red-violet Dye=Средне-краснофиолетовая краска
Red Dye (low saturation)=Красная краска (низкая насыщенность)
Orange Dye (low saturation)=Оранжевая краска (низкая насыщенность)
Yellow Dye (low saturation)=Желтая краска (низкая насыщенность)
Lime Dye (low saturation)=Лаймовая краска (низкая насыщенность)
Green Dye (low saturation)=Зеленая краска (низкая насыщенность)
Aqua Dye (low saturation)=Аквамариновая краска (низкая насыщенность)
Cyan Dye (low saturation)=Бирюзовая краска (низкая насыщенность)
Sky-blue Dye (low saturation)=Голубая краска (низкая насыщенность)
Blue Dye (low saturation)=Синяя краска (низкая насыщенность)
Violet Dye (low saturation)=Фиолетовая краска (низкая насыщенность)
Magenta Dye (low saturation)=Пурпурная краска (низкая насыщенность)
Red-violet Dye (low saturation)=Краснофиолетовая краска (низкая насыщенность)
[UnifiedDyes] Loaded!=[UnifiedDyes] загружен!

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# textdomain: unifieddyes
# TUrkish translation
# Mahmutelmas06@hotmail.com
Lime Dye=Limon Yeşili Boya
Aqua Dye=Deniz mavisi Boya
Sky-blue Dye=Gök-Mavi Boya
Red-violet Dye=Kırmızılı Boya
Light Grey Dye=Açık Grey Boya
Dark Red Dye (low saturation)=Koyu Kırmızı Boya (düşük doygunluk)
Dark Orange Dye (low saturation)=Koyu Turuncu Boya (düşük doygunluk)
Dark Yellow Dye (low saturation)=Koyu Sarı Boya (düşük doygunluk)
Dark Lime Dye (low saturation)=Koyu Limon Yeşili Boya (düşük doygunluk)
Dark Green Dye (low saturation)=Koyu Yeşil Boya (düşük doygunluk)
Dark Aqua Dye (low saturation)=Koyu Deniz mavisi boya (düşük doygunluk)
Dark Cyan Dye (low saturation)=Koyu Cam göbeği Boya (düşük doygunluk)
Dark Sky-blue Dye (low saturation)=Koyu Gök-Mavi Boya (düşük doygunluk)
Dark Blue Dye (low saturation)=Koyu Mavi Boya (düşük doygunluk)
Dark Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Dark Magenta Dye (low saturation)=Koyu Kızılımsı Mor Boya (düşük doygunluk)
Dark Red-violet Dye (low saturation)=Koyu Kırmızılı Boya (düşük doygunluk)
Dark Red Dye=Koyu Kırmızı Boya
Dark Orange Dye=Koyu Turuncu Boya
Dark Yellow Dye=Koyu Sarı Boya
Dark Lime Dye=Koyu Limon Yeşili Boya
Dark Green Dye=Koyu Yeşil Boya
Dark Aqua Dye=Koyu Deniz mavisi Boya
Dark Cyan Dye=Koyu Cam göbeği Boya
Dark Sky-blue Dye=Koyu Gök-Mavi Boya
Dark Blue Dye=Koyu Mavi Boya
Dark Violet Dye=Koyu mor Boya
Dark Magenta Dye=Koyu Kızılımsı Mor Boya
Dark Red-violet Dye=Koyu Kırmızılı Boya
Medium Red Dye (low saturation)=Kırmızı Boya (düşük doygunluk)
Medium Orange Dye (low saturation)=Turuncu Boya (düşük doygunluk)
Medium Yellow Dye (low saturation)=Sarı Boya (düşük doygunluk)
Medium Lime Dye (low saturation)=Limon Yeşili Boya (düşük doygunluk)
Medium Green Dye (low saturation)=Yeşil Boya (düşük doygunluk)
Medium Aqua Dye (low saturation)=Deniz mavisi Boya (düşük doygunluk)
Medium Cyan Dye (low saturation)=Cam göbeği Boya (düşük doygunluk)
Medium Sky-blue Dye (low saturation)=Gök-Mavi Boya (düşük doygunluk)
Medium Blue Dye (low saturation)=Mavi Boya (düşük doygunluk)
Medium Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Medium Magenta Dye (low saturation)=Kızılımsı Mor Boya (düşük doygunluk)
Medium Red-violet Dye (low saturation)=Kırmızılı Boya (düşük doygunluk)
Medium Red Dye=Kırmızı Boya
Medium Orange Dye=Turuncu Boya
Medium Yellow Dye=Sarı Boya
Medium Lime Dye=Limon Yeşili Boya
Medium Green Dye=Yeşil Boya
Medium Aqua Dye=Deniz mavisi Boya
Medium Cyan Dye=Cam göbeği Boya
Medium Sky-blue=Gök-Mavi
Medium Blue Dye=Mavi Boya
Medium Violet Dye=Koyu mor Boya
Medium Magenta Dye=Kızılımsı Mor Boya
Medium Red-violet Dye=Kırmızılı Boya
Red Dye (low saturation)=Kırmızı Boya (düşük doygunluk)
Orange Dye (low saturation)=Turuncu Boya (düşük doygunluk)
Yellow Dye (low saturation)=Sarı Boya (düşük doygunluk)
Lime Dye (low saturation)=Limon Yeşili Boya (düşük doygunluk)
Green Dye (low saturation)=Yeşil Boya (düşük doygunluk)
Aqua Dye (low saturation)=Deniz mavisi Boya (düşük doygunluk)
Cyan Dye (low saturation)=Cam göbeği Boya (düşük doygunluk)
Sky-blue Dye (low saturation)=Gök-Mavi Boya (düşük doygunluk)
Blue Dye (low saturation)=Mavi Boya (düşük doygunluk)
Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Magenta Dye (low saturation)=Kızılımsı Mor Boya (düşük doygunluk)
Red-violet Dye (low saturation)=Kırmızılı Boya (düşük doygunluk)
Red Dye=Kırmızı Boya
Orange Dye=Turuncu Boya
Yellow Dye=Sarı Boya
Lime Dye=Limon Yeşili Boya
Green Dye=Yeşil Boya
Aqua Dye=Deniz mavisi Boya
Cyan Dye=Cam göbeği Boya
Sky-blue Dye=Gök-Mavi Boya
Blue Dye=Mavi Boya
Violet Dye=Koyu mor Boya
Magenta Dye=Kızılımsı Mor Boya
Red-violet Dye=Kırmızılı Boya
[UnifiedDyes] Loaded!=[UnifiedBoyas] yüklendi!

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name = unifieddyes
description = Unified Dyes expands the standard dye set from 15 to 90 colors.
optional_depends = default, dye, basic_materials
min_minetest_version = 5.5.0

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