Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
accessible by putting ^1 to ^8 (think "arrow number 1", etc) in your text
for narrow-width arrows (good for "wide font" highway signs), or ^a to ^h
for double-width arrows (good for all of the normal narrow-font signs).
in order, arrows 1 and "a" point up, 2/b points up-and-right, 3/c points
right, and so on, turning clockwise
Any other ^x pair just renders directly (no escape char, sorry)
That a small change but for someone who try to prevent having one craft guide page per item (and multiples variants) it make all the difference :)
This mod is great but it would be even greater if it was easier to configure
like an option use_big_font_size that would change CHARS_PERLINE from 30 to 12 and NUMBER_OF_LINES from 6 to 3
(I tried to do that but I failed)
Caveat: signs used to reset the text color to black at the start of each
line. Now, they reset to the node's default text color, after which
users' "#x" color codes are applied. This means some signs will change
to a new color where the user didn't explicitly set it. This will only
be visible on green, red w/white border, white w/red border, blue, and
brown metal signs, as these have either white or red as the new default
color. All other signs will render in black, as usual.
instead of using steel ingots. Reduced yield to one per craft.
(the "sheet metal" recipes still exist for users of "steel" mod, yield
there is unchanged)