Commit Graph

151 Commits

Author SHA1 Message Date
OgelGames
30d0af57be optimize all textures
1666613 bytes -> 1023131 bytes (61% of the original size)
2021-12-08 21:06:20 +11:00
Sekai Zhou
fe5cbb0a66
Full Unicode Plane 0 charset support (63000+ chars, only ~2MB) (#2)
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
2021-12-08 21:01:30 +11:00
Vanessa Dannenberg
1327cb2112 make sure digger is valid before checking for creative
(else assume survival)
2021-07-15 15:14:52 -04:00
OgelGames
c08eb3452f allow writing # on signs 2021-06-05 17:06:08 +10:00
Vanessa Dannenberg
3ee06f9ba2 protect against nil player on rightclick
(some mods' machines don't supply a valid player object)
2021-06-03 08:40:45 -04:00
Vanessa Dannenberg
02c19e89d9 don't try to run the glow code if the sign's being punched by a machine
that doesn't use a fake player object e.g. basic_machines
2021-05-29 08:03:50 -04:00
Vanessa Dannenberg
8b6f5e23a6 fix typo 2021-05-28 13:24:01 -04:00
tenplus1
85dd92fb25 update register_sign to add glow effect for all signs with allow_glow check. 2021-05-27 19:07:46 +00:00
tenplus1
16b9251511 Add glow feature to signs, with three brightness levels 2021-05-27 17:33:20 +00:00
Vanessa Dannenberg
b0fac5ef9f remove the old blue/starry background
(replaced with a transparent image so that
it can still be themed by Dreambuilder)
tidied up the formspec a bit
2021-03-04 09:40:14 -05:00
Vanessa Dannenberg
34689b5b04 bump minimum engine ver 2021-03-04 08:47:17 -05:00
8b6e41c3fe Fix warnings regarding use_texture_alpha
Add use_texture_alpha = "clip" for standard signs.
Break Minetest 5.4< compatibility.
2021-02-28 12:27:34 +01:00
Nathaniel Freeman
d077d23f1a mod.conf update to minetest 5.2.0+ compat 2021-02-27 05:15:21 +00:00
tenplus1
d71dcf4874 add text check for entity creation 2021-02-19 09:33:14 +00:00
Isidor Zeuner
ac8b00f826 Merge branch 'nonascii' into nonascii-european-test 2021-02-17 17:37:36 +01:00
Isidor Zeuner
707f633f0d Merge branch 'master' into nonascii 2021-02-17 17:37:11 +01:00
VanessaE
8527f1d5b2 writing [ or ] into a sign breaks the form for some users
the exact effect varies with client behavior and the particular text contents.
(characters erased, disappering formspec elements, loss of text)
2021-01-21 13:34:58 -05:00
Vanessa Dannenberg
3c824aedf8 Merge branch 'updateonoff' into 'master'
On/off switch doesn't reset the text anymore

See merge request VanessaE/signs_lib!5
2021-01-18 15:18:55 +00:00
Zughy
fe72e32396 update on off 2021-01-16 11:57:06 +01:00
Vanessa Dannenberg
f7a4fefd34 Merge branch 'no_priv' into 'master'
Sign and land owners always able to edit a sign

See merge request VanessaE/signs_lib!4
2021-01-08 18:29:44 +00:00
Zughy
664e99d34a Sign and land owners always able to edit a sign 2021-01-08 18:29:44 +00:00
Vanessa Dannenberg
e3c5fd2736 Merge branch 'separate_formspec' into 'master'
Signs formspec as separate formspecs (instead of dwelling in nodes metadata)

See merge request VanessaE/signs_lib!3
2021-01-03 18:39:29 +00:00
Zughy
e7ab3e66a7 Signs formspec as separate formspecs (instead of dwelling in nodes metadata) 2021-01-03 18:39:29 +00:00
Isidor Zeuner
c82952befb Merge branch 'nonascii' into nonascii-european-test 2020-12-07 13:45:07 +01:00
Isidor Zeuner
26c3935c9b add texture generation scripts from https://github.com/zeuner/signs-font-generate 2020-12-07 13:38:31 +01:00
Isidor Zeuner
3ef11a995b recreate textures using latest version of https://github.com/zeuner/signs-font-generate 2020-12-05 18:55:42 +01:00
Isidor Zeuner
22af21aeaf Merge branch 'nonascii' into nonascii-european-test 2020-12-05 18:53:57 +01:00
Isidor Zeuner
af45e591e3 recreate textures using https://github.com/zeuner/signs-font-generate 2020-12-05 18:53:42 +01:00
Isidor Zeuner
b174cea893 Merge branch 'nonascii' into nonascii-european-test 2020-11-26 05:54:25 +01:00
Isidor Zeuner
4a196211ee Merge branch 'master' into nonascii 2020-11-26 05:53:45 +01:00
Isidor Zeuner
942e91e00e better align to existing font 2020-11-14 13:04:50 +01:00
Isidor Zeuner
4b2d4db848 test with some european languages 2020-11-13 12:08:39 +01:00
Isidor Zeuner
4b432eec08 support for non-ascii characters 2020-11-12 06:22:34 +01:00
Isidor Zeuner
d956c87dbc support for non-ascii characters 2020-11-12 06:02:56 +01:00
VanessaE
1a6b9f38ff enable static save on signs' entities 2020-11-01 12:43:55 -05:00
VanessaE
8b975d7fa1 add minimum minetest version key for contentdb 2020-06-03 13:00:34 -04:00
VanessaE
b633a4bf8c fix wrong default sign entity ref 2020-04-16 17:06:07 -04:00
Vanessa Dannenberg
bd20f9b776 add prefab_redo to opt depends 2020-02-26 16:03:48 +00:00
Vanessa Dannenberg
7c6a1c7611 add some missing aliases (and rearrange them) 2019-10-22 15:25:58 -04:00
Vanessa Dannenberg
bd8ae112d0 README tweaks 2019-10-11 06:00:31 -04:00
Vanessa Dannenberg
8669385718 various readability improvements
in API.md, MODELS.md, and README.md

I also added a couple of things to API.md that I forgot to
document before.
2019-09-26 03:27:01 -04:00
Vanessa Dannenberg
0398684bfb tweak README 2019-09-26 02:01:06 -04:00
Vanessa Dannenberg
b52913d506 fix wrong textures for stick and hangers 2019-09-26 01:17:44 -04:00
Vanessa Dannenberg
ebeb035fac allow using "Sneak"/Shift to skip the on-pole/hanging/yard checks
(makes it possible to directly place a sign flat on the ground or
ceiling, among other things.)
2019-09-26 01:16:51 -04:00
Vanessa Dannenberg
e92177b83e allowing true for horizontal pole function makes no sense 2019-09-26 01:02:00 -04:00
Vanessa Dannenberg
684e9237cd don't allow top of bottom to be considered
a mountable surface on a a pole/post.
2019-09-26 01:00:15 -04:00
Vanessa Dannenberg
3836215268 API changes to allow for more mounting styles
NODE NAMES:

The base name of a node can be whatever you want.  The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.

One exception:

If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations.  For example:

"default:sign_wall_wood"

...will become...

"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"

MODELS:

The base sign model and entity files must now be named:

sign:   mymod_foosign_wall.obj
        mymod_foosign_facedir_wall.obj

entity: mymod_foosign_entity_wall.obj

their other variants, where applicable, must be:

mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj

mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj

For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:

"mymod_foosign_facedir_wall.obj"

...will become...

"mymod_foosign_entity_wall.obj"

* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.

* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)

* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.

* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 00:48:53 -04:00
Vanessa Dannenberg
6a4ddfddab attempt to work around engine player model bug
when the world loads and the player spawns in, or is
teleported to the same node space as a sign, occasionally, the
player's model goes flat and their skin gets changed to the
whatever the sign's text is.

Also, when checking if an entity needs spawned, or when
deleting, try to make absolutely sure that only sign-related
entities will be selected for re-use, or selected for deletion
(we don't want some player's prize cow to be deleted)

I think this will fix it, or at least it'll surely prevent
signs_lib from being able to cause it.

Also, moved another function to the entity-handling section of
the file and made it global (signs_lib namespace) in the
process.
2019-09-25 17:10:00 -04:00
Vanessa Dannenberg
1e05aa9309 fix bad selection box for prefab concrete rail
(when there's just one node not connected to anything)
2019-09-25 16:06:12 -04:00
Vanessa Dannenberg
80c0fc6a7e Add README and basic modeling instructions, and document the API
Also, tweaked the object names in the standard sign Blender
project file, renamed it, renamed the small/slim pole mount
project file as well, and added a copy of the standard pole
mount project file.
2019-09-24 06:37:33 -04:00