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Author SHA1 Message Date
1F616EMO~nya
87d65439a1
Convert CR(LF)s to LFs (#32) 2024-09-06 19:04:15 -04:00
tenplus1
4309b3575a
Fix placing certain signs (#29)
* Fix placing certain signs

This fixes https://github.com/mt-mods/signs_lib/issues/1 by removing node extensions before placing, just incase player got a hold of certain sign nodes they shouldnt have.

* fix typo

fix typo
2024-06-03 18:10:42 -04:00
Andrii Nemchenko
bb13ba6d7c
Add support for Ukrainian-specific Cyrillic letters (#30) 2024-05-29 18:21:33 -04:00
OgelGames
3d5ba32fa0
Fix out-of-bounds textures in [combine (#28) 2024-04-22 21:50:06 +10:00
OgelGames
0847176bdb Revert "Fix out-of-bounds textures in [combine (#27)"
This reverts commit 4fb53b67e8575b6c666d517a43c77b4cd5a0d5cb.
2024-04-19 17:52:33 +10:00
OgelGames
4fb53b67e8
Fix out-of-bounds textures in [combine (#27) 2024-04-19 13:44:16 +10:00
Luke aka SwissalpS
e5f73438ce
make signs non ground content (#26) 2024-02-29 18:48:31 -05:00
Niklp
e387808065
Fix warnings (mt 5.8+) due to disallowed filenames (#23)
* Fix warnings (mt 5.8+) due to disallowed filenames

* Don't ship blend files to cdb users
2023-10-15 12:34:26 -04:00
tenplus1
1c881d6f22
add initial_properties (#22)
* add initial_properties

Adds initial_properties update so that 5.7dev doesn't throw an error when entering text on signs.

* Remove newline

---------

Co-authored-by: Niklp <89982526+Niklp09@users.noreply.github.com>
2023-09-25 13:50:55 +02:00
David Leal
cd6bf1eabe
Complete Spanish translation (#21) 2023-07-09 20:08:59 -04:00
Wuzzy
1dd01e3bc6
Make missing strings translatable, update locale files and German (#19)
* Make a bunch of strings translatable

* Update locale files

* Update German translation
2023-07-04 13:03:49 -04:00
fluxionary
ed3a679bca
don't emit translation strings to the log (#17)
* don't emit translation strings to the log

* fix luacheck

* don't double-log signs_lib prefix
2022-12-10 14:36:58 -05:00
Buckaroo Banzai
5ae111e1fa
fix unconditional access to default global (#16)
Co-authored-by: BuckarooBanzay <BuckarooBanzay@users.noreply.github.com>
2022-11-25 21:33:34 +01:00
fluxionary
aff005e745
handle interactions w/ explosions (#14)
* prevent signs entities from being destroyed

* handle tnt destroying a sign

* remove redundant destructor call
2022-10-26 20:01:27 -04:00
Niklp
3d0e8d47e6
add setting for custom edit priv (#15)
* add setting for custom edit priv

* fix indent

* hmm maybe now?
2022-10-26 20:00:43 -04:00
Niklp
8aafe6608c update API.md 2022-07-21 11:47:07 +02:00
Niklp
e66863d115
Merge pull request #11 from Niklp09/master
use MT5 translator
2022-06-19 17:18:57 +02:00
Niklp
4018128e84
use signs_lib.S 2022-06-19 08:33:39 +02:00
Niklp09
a9858c76af use MT5 translator 2022-06-18 20:15:43 +02:00
flux
60d67afab3 force all signs into the sign group 2022-05-11 20:41:09 +02:00
fluxionary
4dbfbec96e
remove sign entity if sign is gone (due to voxelmanip or such) (#9) 2022-05-10 19:47:15 -04:00
Luke aka SwissalpS
14efa6eeb7
hotfix fake player action 2022-03-09 01:10:54 +01:00
wsor4035
b0808a376a
Remove default dependency (#6) 2022-02-07 23:54:55 +11:00
OgelGames
aa5f865131
Add luacheck (#3)
Co-authored-by: syimyuzya <syimyuzya@gmail.com>
2021-12-09 15:46:33 +11:00
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
Vanessa Dannenberg
42091db05e treat cottages:table and prefab_redo:concrete_railing as vertical posts 2019-09-23 17:02:19 -04:00
Vanessa Dannenberg
de5926233a also include hanging widefont signs 2019-09-22 06:01:32 -04:00
Vanessa Dannenberg
ae6e707ebe forgot to include onpole_widefont signs in conversion list 2019-09-22 04:28:01 -04:00
Vanessa Dannenberg
dcdee22265 allow mods to pass a function or just true
to the pole and horiz pole check routines, in case they need
their own, custom checking routines, if the usual, simple
checks aren't good enough.

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

moved all existing special code into compat.lua, altered to
use this feature.
2019-09-22 03:19:31 -04:00
Vanessa Dannenberg
e4336e320c fix empty lines being skipped 2019-09-21 22:04:39 -04:00
Vanessa Dannenberg
d41e2ffd73 use a meta key to select wide-font mode
instead of using a separate node
add LBM to convert old nodes.
2019-09-21 21:42:46 -04:00
Vanessa Dannenberg
77987d12b9 detect streets:bigpole_tjunction
Treat T-junction as a vertical or horizontal pole (depending
on its orientation), if the sign could be placed flat against
the back or side of the junction.

In this instance, the "front" of the junction is the side with
the middle bit sticking out, and will just get a regular wall
signif targeted, as with any non-pole node.
2019-09-21 21:39:53 -04:00
Vanessa Dannenberg
dfece5275e rework horizontal pole detection slightly 2019-09-21 19:24:48 -04:00
Vanessa Dannenberg
6285d250d7 default "allow_onpole" to disabled
for consistency with other similar flags
2019-09-21 15:56:45 -04:00
Vanessa Dannenberg
9502812088 Add necessary bits to allow signs to be placed onto horizontal poles
(both wooden and steel signs)

only streets mod's "bigpole" supported for now.

Model changes:

To make a sign support horizontal mounting, make a single "_onpole"
model, with two copies of the pole mount, one rotated by 90°.  Make sure
the second copy appears has its own material entry, and that it is last
in the materials list in the exported .obj (`grep "g " file.obj` to
check).

When registered, signs_lib will set the "_onpole" and "_onpole_horiz"
tiles{} to reveal one mount or the other: entry 3 will expose the
vertical mount, entry 4 is the horizontal copy, with the opposite entry
being set to the "blank" image.
2019-09-21 15:45:48 -04:00
Vanessa Dannenberg
c66c1b70bd disable backface culling on the sign entity
(allows for transparent signs i.e. glass)
2019-09-19 01:02:44 -04:00
Vanessa Dannenberg
831055095c remove debug prints 2019-09-18 20:28:42 -04:00
Vanessa Dannenberg
f0bc18154e fix corner case
Placing a "wallmounted" sign onto a streets lamp would cause a
weird rotation if you're pointing downward too far.  Now it
enforces NESW direction according to your yaw.

Also fixes bad orientation when you're really close to a post.
2019-09-18 20:25:41 -04:00
Vanessa Dannenberg
4eeaf90ae3 allow placement of "facedir" signs flat on floor
(and on ceiling, if hanging isn't available)
mimics the way wallmounted signs behave
2019-09-18 20:12:31 -04:00
Vanessa Dannenberg
906ddbbcc5 rotation fixups
* combine rotation functions -- one no longer needs to choose
  a particular rotation function for the node's paramtype2,
  it'll figure it out automatically.
* fix glitch in wallmounted rotation
* re-order rotation facing order to N, E, S, W, floor, ceiling.
* limit yard sign to simple NESW-only rotation
* allow rotation of hanging signs (NESW only)
* allow rotation of signs on poles/posts if there's nothing in
  the way of where the sign has to move to (NESW only).
2019-09-18 20:07:20 -04:00
Vanessa Dannenberg
01e2adaa46 allow visible text on
floor and when flat on a ceiling
2019-09-18 17:23:07 -04:00
Vanessa Dannenberg
03bd471230 fix a couple of global warnings 2019-09-18 16:33:56 -04:00
Vanessa Dannenberg
e5d525c272 in fact, just bail out if the sign needs no entity 2019-09-18 14:21:56 -04:00
Vanessa Dannenberg
a907f9535c bail out of make_sign_texture is the node is unknown 2019-09-18 14:08:17 -04:00
Vanessa Dannenberg
bbd580acb1 remove debug prints 2019-09-18 13:57:57 -04:00
Vanessa Dannenberg
2d29a539f8 fix minor global warning 2019-09-18 13:55:19 -04:00
Vanessa Dannenberg
4b2abfadce centralize entity handling
minor re-factor as needed for that
don't store entities statically, let the LBM generate them.

this works around Minetest's reload-positioning inaccuracy at very large
positive or negative X/Z coords (tested -18000/+18000 at all four corners,
both new signs and after reboot)
2019-09-18 13:51:53 -04:00
Vanessa Dannenberg
ee2dc495c3 treat streets:streetlamp_basic_top_* as a type of post
as far as sign placement is concerned.
2019-09-16 22:46:26 -04:00
Vanessa Dannenberg
f944337b1c fix non-writable signs not fitting onto a pole/fence 2019-09-15 18:37:03 -04:00
Vanessa Dannenberg
a5e711d354 Use sign formspec to switch between wide/narrow font
if available on a given sign.  The sign must have a
"foo:bar_widefont" variant, with the horizontal scaling set
appropriately (about half of the normal value for the
narrow-font sign)

Add new corresponding API to anto-generate those signs where
desired; use this feature in default wood and steel signs
2019-09-15 16:10:11 -04:00
Vanessa Dannenberg
bcb6a3aa39 add "wide font" overlay image 2019-09-15 03:18:52 -04:00
Vanessa Dannenberg
b021b9666f Allow mod to specify custom selbox for on-pole variants 2019-09-15 02:00:05 -04:00
Vanessa Dannenberg
c765d3b316 allow locked and all steel signs to hang from ceiling 2019-09-15 01:47:43 -04:00
Vanessa Dannenberg
78418de9c9 create a generic hanging sign feature and
move basic_signs' hanging wooden sign back to here, use it.
2019-09-15 01:23:40 -04:00
Vanessa Dannenberg
f6673dc0f1 added a proper register-sign API call
(see api.lua and standard_signs.lua for examples)

make selectionbox call now ignores the old onpole flag (it's automatic now)
removed debug print()'s
moved the signs-on-fences lbm settings to here, from basic_signs.
some misc cleanups

added reference models for standard wooden sign ("wallmounted" on wall,
"facedir" on wall, and pole-mount variants, using standard-size pole
mount), and a separate .blend with street_signs' OM3 sign on slim pole
mount.
2019-09-14 22:45:01 -04:00
Vanessa Dannenberg
fe57c23132 Add standard wood and steel signs sound defs
use them in standard signs.
2019-09-14 17:59:21 -04:00
Vanessa Dannenberg
94745e123e get standard sign groups directly from the original default node defs
(instead of hard-coding them)
2019-09-14 17:45:42 -04:00
Vanessa Dannenberg
5131eac4bb Move text entity out a bit further from sign surface
was ~7.81 mm (2/256), now ~11.72 mm (3/256)
2019-09-14 17:31:38 -04:00
Vanessa Dannenberg
de69b246ec fix wrong priv 2019-09-13 17:12:40 -04:00
Vanessa Dannenberg
e2d522373d add chat command to sweep-away
and regenerate all sign entities in loaded map
(uses LBM to log all loaded blocks,
but only those with nodes in "group:sign").
2019-09-13 16:51:51 -04:00
Vanessa Dannenberg
d262f95744 fix bad material order in facedir-onpole model 2019-09-12 12:01:51 -04:00
Vanessa Dannenberg
d34d27bb81 fix 'dummy' formspec images (the hacky way) 2019-09-12 11:31:19 -04:00
Vanessa Dannenberg
e86ab17aea Fix bad UV mapping and font settings on standard signs 2019-09-12 00:29:40 -04:00
Vanessa Dannenberg
261e519e72 allow rotation to all 6 faces for both wallmounted and facedir signs, make them follow the same rotation pattern. 2019-09-11 17:03:48 -04:00
Vanessa Dannenberg
fb77cc5708 Fix missing offsets on wallmount selboxes 2019-09-11 16:21:44 -04:00
Vanessa Dannenberg
4614d66cbe Fix broken/bad screwdriver rotation handling 2019-09-11 16:03:02 -04:00
Vanessa Dannenberg
eba3ce1308 fix incorrect "onpole" activation when placing on top/bottom of post 2019-09-11 15:17:19 -04:00
Vanessa Dannenberg
4ff54c9a4d Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.

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

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

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

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

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

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

got rid of a couple of obsolete MT/mtg version checks
2019-05-27 13:32:16 -04:00
Vanessa Dannenberg
dfa47c2519 add protection and ownership checks to default metal sign 2019-05-25 04:45:30 -04:00
Vanessa Dannenberg
34a7242616 add protection checks to all rotate functions
add ownership check to rotation of locked sign
2019-05-25 04:38:17 -04:00
cheapie
c199a33bb8 Cache character textures 2018-11-21 18:49:13 -06:00
Vanessa Dannenberg
b057341a07 license fixups: use LGPL 3.0 for code,
CC-by-SA 4.0 for media and everything else
2018-11-08 19:02:48 -05:00
Vanessa Dannenberg
eee4cb8112 use basic_materials for padlock
to make locked sign
2018-10-31 13:29:06 -04:00
Vanessa Dannenberg
0f78ef70de add arrow symbols to fonts
accessible by putting ^1 to ^8 (think "arrow number 1", etc) in your text
for narrow-width arrows (good for "wide font" highway signs), or ^a to ^h
for double-width arrows (good for all of the normal narrow-font signs).

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

Any other ^x pair just renders directly (no escape char, sorry)
2018-10-09 07:49:41 -04:00
Vanessa Dannenberg
fac33e369f Merge branch 'patch-1' into 'master'
pass node information to sign update function, remove all entities on update incase of rogue

See merge request VanessaE/signs_lib!1
2018-09-26 19:21:22 +00:00
tenplus1
00148f4770 remove print 2018-09-26 12:21:17 +00:00
tenplus1
e57faeb8cf pass node information to sign update function, remove all entities on update incase of rogue 2018-09-26 12:13:34 +00:00
Vanessa Dannenberg
6995c3e768 fix screwdriver rotation on all sign types
add it where missing
2018-09-26 05:14:27 -04:00
Vanessa Dannenberg
69b172f001 ditto for orange sign 2018-09-25 22:52:41 -04:00
Vanessa Dannenberg
908a087570 tweak yellow signs to comply with MUTCD 2009 2018-09-25 21:21:12 -04:00
Vanessa Dannenberg
a2f7f62bf2
Merge pull request #32 from Jat15/patch-unknown
Fix crash if sign is "unknown block"
2018-05-24 23:46:32 -04:00
Jat15
907797ba11 Fix crash if sign is "unknown block" 2018-05-25 03:01:24 +02:00
Vanessa Dannenberg
c30e7ce0fa
Merge pull request #26 from codexp/issue-25
add support for cyrillic characters
2018-05-11 09:21:51 -04:00
Vanessa Dannenberg
dc16606b8a
Merge pull request #29 from codexp/german-translation
update german translation
2018-05-11 09:00:28 -04:00
Vanessa Dannenberg
2a521af511
Merge pull request #28 from codexp/russian-translation
add Russian translation
2018-05-11 09:00:13 -04:00
codexp
2af55ad7c5 update german translation 2018-03-24 22:39:40 +01:00
codexp
fa5b88197e add russian translation 2018-03-24 22:27:54 +01:00
codexp
c6e81f2882 add support for cyrillic cahracters 2018-03-24 20:35:42 +01:00
Vanessa Dannenberg
fc529993b8
Merge pull request #23 from MuhdNurHidayat/master
Add Malay translation
2017-11-16 14:02:06 -05:00
Muhammad Nur Hidayat Yasuyoshi (MNH48.com)
2ac9f2d3f4 Add Malay translation 2017-11-17 02:38:46 +08:00
Vanessa Ezekowitz
a755607f7d remove unneeded recipe for locked sign 2017-09-25 23:29:44 -04:00
Vanessa Ezekowitz
f6b8c941c3 Merge pull request #21 from fat115/master
updated intllib method (po/pot files)
2017-08-12 16:28:58 -04:00
fat115
96161c18dc updated intllib method (po/pot files)
added french translation (complete)
german and spanish translations are incomplete
2017-07-31 18:55:35 +02:00
Vanessa Ezekowitz
217ea08cac Merge pull request #20 from tenplus1/patch-1
add nil check
2017-07-20 01:44:27 -04:00
tenplus1
cba3e847d9 add nil check
add nil check to fix this error: https://github.com/minetest-mods/signs_lib/issues/18
2017-07-19 19:46:54 +01:00
Carlos Barraza
3e001599a6 Add spanish translation. 2017-05-20 12:10:41 -03:00
Vanessa Ezekowitz
347d6ffaa4 Merge pull request #14 from AntumDeluge/settings
Replace deprecated methods
2017-05-18 05:44:03 -04:00
Vanessa Ezekowitz
1470570405 Merge pull request #13 from AntumDeluge/craft_guide
Add cornernote's 'craft_guide' as optional dependency:
2017-05-18 05:43:55 -04:00
AntumDeluge
a33f58df61 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2017-05-12 21:57:11 -07:00
AntumDeluge
770978c632 Add cornernote's 'craft_guide' as optional dependency:
http://cornernote.github.io/minetest-craft_guide/
2017-05-11 12:10:12 -07:00
Vanessa Ezekowitz
2c36937054 Merge pull request #11 from MinetestForFun/master
Fix unplaceable signs on blocks w/ on_rightclick when sneaking
2017-03-05 14:19:52 -05:00
Dorian Wouters
523978edcf
Fix unplaceable signs on blocks w/ on_rightclick when sneaking 2017-03-05 13:56:13 -05:00
899 changed files with 11823 additions and 1177 deletions

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util/blender export-ignore

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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@master
- 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 ./

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# temporary files
*~
# eclipse project files
.project
.settings
.buildpath

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unused_args = false
max_line_length = 180
globals = {
"minetest",
"signs_lib",
}
read_globals = {
-- Builtin
table = {fields = {"copy"}},
"ItemStack", "vector", "default",
-- Mod deps
"screwdriver",
}

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# Signs_lib API
In this text, common terms such as `pos`, `node`, or `placer`/`digger` will not be explained unless they have a different meaning than what's usually used in Minetest mods. See [minetest/doc/lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) for details on these and other common terms, if necessary. Similarly, common shorthand such as `int`, `float`, etc. should require no explanation.
## Registering a sign
* `signs_lib.register_sign(nodename, def)`
To put it simply, where you'd have used `minetest.register_node()` before, just replace it with this call. The syntax is identical, and in general, all settings/items allowed there are allowed here as well. Anything that `signs_lib` doesn't need to override or alter will be passed straight through to `register_node()`, unchanged (such as `description`, `tiles`, or `inventory_image`).
The supplied node name will be prepended with ":", so that any mod can register signs under any other mod's namespace, if desired.
Many items have default settings applied when omitted, most of which would produce something equivalent to "default:sign_wall_wood" if enough other node defintion settings were to be included.
* `drawtype = "string"`
Default: "mesh"
* `tiles = {table}`
Since this is a sign-specific library, this parameter behaves rather different from what you would normally use in `minetest.register_node()`. The first two entries are mandatory. The third, fourth and fifth entries are optional, depending on which mounting styles are enabled for a given node.
* entry 1: the front and back of the sign.
* entry 2: the sides/edges
* entry 3: texture for the pole mount. If unspecified, the standard pole mount image is used, if needed.
* entry 4: texture for the hanging part. If unspecified, the standard hanging chains image is used, if needed.
* entry 5: texture for the yard sign stick. If unspecified, "default_wood.png" is used, if needed.
* entry 6: ignored.
* `mesh = "string"`
Default: "signs_lib_standard_wall_sign.obj".
* `paramtype = "string"`
Default: "light"
* `paramtype2 = "string"`
As with any other node, this determines how param2 is interpreted. Since these are signs, only two modes make sense: "wallmounted" and "facedir". Any other string is the same as "facedir".
Default: "wallmounted"
* `wield_image = "string"`
Default: whatever the `inventory_image` is set to (if anything).
* `selection_box = {table}`
Works the same as usual. A helper function exists to create boxes by specifying only and X/Y size and offset:
`signs_lib.make_selection_boxes()` (see below).
* `groups = {table}`
Sets the sign's groups, as usual. In addition to whatever arbitrary groups you may have in mind, there are two presets available (both of which have `attached_node` removed, and `sign = 1` added):
* `signs_lib.standard_wood_groups`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_groups`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_groups`
* `sounds = something`
Sets the sign's sound profile, as usual. In addition to whatever sound profile you may have in mind, there are two presets available:
* `signs_lib.standard_wood_sign_sounds`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_sign_sounds`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_sign_sounds`
* `drop = something`
Default: inherited from the `nodename` argument given to `signs_lib.register_sign()`
* `after_place_node = function(pos, placer, itemstack, pointed_thing, locked)`
See below under "Main functions".
Default: `signs_lib.after_place_node`
* `on_rightclick = function(pos, node, player, itemstack, pointed_thing)`
See below under "Main functions".
Default: `signs_lib.rightclick_sign`
* `on_destruct = function(pos)`
See below under "Main functions".
Default: `signs_lib.destruct_sign`
* `on_punch = function(pos)`
See below under "Main functions".
Default: `signs_lib.update_sign`
* `onpole_mesh = "string"`
* `hanging_mesh = "string"`
* `yard_mesh = "string"`
If your node needs a custom model for its on-pole, hanging, and/or yard variants, specify them here, as needed. The materials and textures behave the same on these as on other sign models. All sign model filenames are still derived from the base sign model, when not overridden here (so these can be totally arbitrary filenames).
Defaults: the normal "_onpole", "_hanging", or "_yard" version of the model specified by `mesh`.
* `selection_box = {table}`
* `node_box = {table}`
As usual, the former sets the sign's selection box, while the latter sets its collision information (since signs use model meshes). At the very least, you'll want to specify `selection_box`. If the sign node is in "wallmounted" mode, this must contain proper `wall_top`, `wall_side`, and `wall_bottom` entries, as one normally uses with such nodes. Signs that use "facedir" mode just need the usual `fixed` setting.
Defaults: `selection_box` is a box that fits the standard wall sign, if not specified. `node_box` takes on the value given to `selection_box`, if not specified (or the standard wall sign setting, if neither is present).
* `onpole_selection_box = {table}`
* `hanging_selection_box = {table}`
* `yard_selection_box = {table}`
* `onpole_node_box = {table}`
* `hanging_node_box = {table}`
* `yard_node_box = {table}`
If your node needs special handling for its onpole-, hanging-, or yard-mode selection boxes or for their collision info (which `signs_lib` always uses the node's `node_box` item for), you can specify them here. Same syntax as the regular `selection_box` setting.
Defaults: whatever the `selection_box` and `node_box` entries are set to.
* `default_color = "string"`
Sets the default text color for this sign, in hexadecimal (one digit, lowercase), from the standard Linux/IRC/CGA color palette. Same as the colors shown in the sign's formspec.
Default: "0" (black)
* `number_of_lines = int`
Just what it says on the tin. How many lines you can fit will vary with overall sign node size, font size, scaling, line spacing, etc.
Default: 6
* `horiz_scaling = float`
* `vert_scaling = float`
Scaling factor applied to the entity texture horizontal or vertical resolution. Larger values increase the resolution. Since a given sign's entity is always displayed at a fixed visual scale, increasing these squeezes more pixels into the same space, making the text appear narrower or shorter. Increasing `vert_scaling` also increases the number of lines of text the sign will hold.
Defaults: 1.0 for both
* `line_spacing = int`
Number of blank pixels to add between lines.
Default: 1
* `font_size = int`
Selects which font to use, either 16 or 32 (pixel height). This setting directly affects the sign's vertical resolution.
Default: 16
Note: Valid values were formerly 15 and 31, these are now aliases of 16 and 32 respectively.
* `x_offset = int`
* `y_offset = int`
Starting X and Y position in pixels, relative to the text entity UV map upper-left corner.
Defaults: 4 for X, 0 for Y
* `chars_per_line = int`
Approximate number of characters that should fit on a line. This, the selected font's average character width, and the `horiz_scaling` together set the horizontal resolution of the text entity's texture.
Default: 35
* `entity_info = something`
Describes the entity model and yaw table to use. May be one of:
* A table specifying the two settings directly, such as:
```lua
entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
yaw = signs_lib.wallmounted_yaw
}
```
* `signs_lib.standard_yaw` is also available as a yaw preset, if desired.
* a string reading "standard", which tells `signs_lib` to use the standard wood/steel sign model, in wallmounted mode. Equivalent to the example above.
* nothing at all: if omitted, the sign will not have a formspec, basically all text-related settings will be ignored and/or omitted entirely, and no entity will be spawned for this sign, thus the sign will not be writable. This is the default, and is of course what one would want for any sign that's just an image wrapped around a model, as in most of the signs in [my street signs mod](https://forum.minetest.net/viewtopic.php?t=20866).
Default: **nil**
* `allow_hanging = bool`
* `allow_onpole = bool`
* `allow_onpole_horizontal = bool`
* `allow_yard = bool`
If **true**, these allow the registration function to create versions of the initial, base sign node that either hang from the ceiling, are mounted on a vertical pole/post, are mounted on a horizontal pole, or are free-standing, on a small stick. Their node names will be the same as the base wall sign node, except with "_hanging", "_onpole", "_onpole_horiz", or "_yard", respectively, appended to the end of the node name. If the base node name has "_wall" in it, that bit is deleted before appending the above.
These options are independent of one another.
Defaults: all **nil**
* `allow_widefont = bool`
Just what it says on the tin. If enabled, the formspec will have a little "on/off switch" left of the "Write" button, to select the font width.
Default: **nil**
* `locked = bool`
Sets this sign to be locked/owned, like the original default steel wall sign.
Default: **nil**
### Example sign definition:
```lua
signs_lib.register_sign("basic_signs:sign_wall_glass", {
description = S("Glass Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
{ name = "basic_signs_sign_wall_glass.png", backface_culling = true},
"basic_signs_sign_wall_glass_edges.png",
"basic_signs_pole_mount_glass.png",
nil,
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_glass_inv.png",
default_color = "c",
locked = true,
entity_info = "standard",
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3, oddly_breakable_by_hand = 3},
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = "blend",
})
```
### Main functions used within a sign definition
* `signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locked)`
Determines if the `pointed_thing` is a wall, floor, ceiling, or pole/post, and swaps the placed sign for the correct model.
* `locked`: if set to **true**, the sign's meta will be tweaked to indicate its ownership by the `placer`.
* `signs_lib.rightclick_sign(pos, node, player, itemstack, pointed_thing)`
Open the default sign formspec, if the player has the `signslib_edit` privilege. (privilege can be set by `signs_lib.edit_priv` setting)
* `signs_lib.destruct_sign(pos)`
Deletes the sign's entity, if any, when the sign is dug.
* `signs_lib.update_sign(pos, fields)`
If the sign's writable, this deletes any sign-related entities in the sign's node space, spawns a new one, and renders whatever text is in the sign's meta.
* `signs_lib.can_modify(pos, player)`
Returns **true** if the player is allowed to dig, edit, or change the font width of the sign.
* `signs_lib.handle_rotation(pos, node, player, mode)`
Just what it says on the tin. Limits the sign's rotation as needed (for example, a sign on a horizontal pole can only flip from one side to the other).
* `mode`: the screwdriver's mode, as passed from the screwdriver mod.
Returns **false** if the user tried to right-click with the screwdriver, **true** otherwise.
* `signs_lib.make_selection_boxes(x_size, y_size, foo, x_offset, y_offset, z_offset, is_facedir)`
* `x_size`/`y_size`: dimensions in inches. One node is 39.37 inches on a side. This function uses inches instead of metric because it started out as a selection box maker for [MUTCD-2009](https://mutcd.fhwa.dot.gov/pdfs/2009r1r2/mutcd2009r1r2edition.pdf)-compliant signs, which are measured in inches.
* `x_offset`/`y_offset`/`z_offset`: shift the selection box (inches, defaults to centered, with the back face flush with the back of the node).
* `is_facedir`: if unset, the selection boxes will be created with the assumption that `paramtype2 = "wallmounted"` mode is set on the node the box will be used on. Any other value creates a selection box for "facedir" mode.
* `foo` is ignored (leftover from an argument that's long since been rendered obsolete.
Returns a table suitable for the `selection_box` node definition entry.
#### Helper functions
You probably won't need to call any of these directly.
* `signs_lib.read_image_size(filename)`
Returns width and height of the indicated PNG file (return values will be gibberish if it isn't a PNG).
* `signs_lib.split_lines_and_words(text)`
Just what it says on the tin.
Returns a table of lines, each line entry being a table of words.
* `signs_lib.delete_objects(pos)`
Deletes all entities within the node space given by `pos`.
* `signs_lib.spawn_entity(pos, texture)`
Spawns a new text entity at the given position and assigns the supplied `texture` to it, if any.
* `signs_lib.check_for_pole(pos, pointed_thing)`
Attempts to determine if the `pointed_thing` qualifies as a vertical pole or post of some kind.
Returns **true** if a suitable pole/post is found
* `signs_lib.check_for_horizontal_pole(pos, pointed_thing)`
Same idea, but for horizontal poles/posts.
Returns **true** if a suitable pole/post is found.
* `signs_lib.check_for_ceiling(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the bottom of a node.
* `signs_lib.check_for_floor(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the top of a node.
* `signs_lib.set_obj_text(pos, text)`
Cooks the supplied `text` as needed and passes it to the entity rendering code. Essentially, this is where rendering text into an image starts.
## Options for pole/post nodes
Occasionally, you'll run into a node that either looks like a pole/post, or has one in the middle of its node space (with room to fit a sign in there), but which isn't detected as a pole/post by the standard sign placement code. In these situations, some kind of special check is needed.
Supplying one or both of the following in the pole/post node's definition will cause `signs_lib` to skip its usual pole/post detection code, in favor of the supplied function(s).
* `check_for_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this function will be run when the mod is looking for a normal vertical pole/post. Useful if the target node's orientation and/or shape determine what sides a sign can attach to. For example, [Pipeworks](https://forum.minetest.net/viewtopic.php?pid=27794) uses this to figure out if a sign can be attached to a tube or pipe, depending on the tube's/pipe's number of junctions, and on its orientation and that of the placed sign.
* `def`: the placed sign's node defintion
* `pole_pos`: the target node's position
* `pole_node`: the target node itself
* `pole_def`: its node definition
Your code must return **true** if the sign should attach to the target node.
If desired, this entry may simply be set to `check_for_pole = true` if a sign can always attach to this node regardless of facing direction (for example, [Home Decor](https://forum.minetest.net/viewtopic.php?pid=26061) has a round brass pole/post, which always stands vertical, and [Cottages](https://forum.minetest.net/viewtopic.php?id=5120) has a simple table that's basically a fencepost with a platform on top).
* `check_for_horiz_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this does the same thing for horizontal poles.
Your code must return **true** if the sign should attach to the target node.

600
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License for code: LGPL 3.0
License for media and all other assets: CC-by-SA 4.0
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# Anatomy of a sign model
In the model files:
* The base sign model should be designed to look like a flat board placed on one side of the node space. The first material entry in the model file must be assigned to the front and back faces of the sign, the second material must be the sign's edges. The filename should be something along the lines of "mymod_my_cool_sign_wall.obj".
In each of the variants below, generally-speaking, the third material in the model must be assigned to whatever it is that that model uses for the sign's mounting method, and the mounting style will be the last word in the model filename.
* For most signs that are allowed to sit on a vertical pole/post such as a fencepost, the pole-mounted model is just a copy of the base model, shifted back a bit, with a pole mount added to the back. In these models, the third material in the model file must be assigned to the pole mount. Name the model file the same as the base sign, but end the name with "_onpole" instead of "_wall". For example, "mymod_my_cool_sign_onpole.obj".
For signs that allow mounting onto a horizontal pole (such as a Streets mod horizontal "bigpole"), the third material is still the vertical pole mount as above, but there must also be another the pole mount included, designed to wrap around such a pole/post, to which fourth material must be assigned. In most cases, this alternate mount will just be a copy of the vertical pole mount, but rotated by 90°, and explicitly centered vertically in the node space.
While vertical and horizontal pole/post mounting options are independent in the code, if horizontal mounting is enabled, the on-pole model must still have *four* materials, even if the third material is unused, with the horizontal pole mount assigned to the fourth material. In most situations, you'll probably have both vertical and horizontal pole mounts assigned to the third and fourth materials, as above.
* For hanging sign models, the third material must be assigned to whatever it is that makes the sign look like it's hanging from the ceiling (default signs have a simple, flat rectangle, meant to show an image of a simple pair of chains). The model file for these must be named the same as the base model, but ending with "_hanging". For example, "mymod_my_cool_sign_hanging.obj".
* For yard sign models, the third material must be assigned to the "stick" on the back of the sign. The model for this type must be named the same as the base model, but ending with "_yard". For example, "mymod_my_cool_sign_yard.obj".
* For most signs, the sign entity (if applicable) will be a simple rectangle, sized just slightly smaller than the width and height of the sign, and centered relative to the sign face. Its UV map should cover the entire image area, so that the image is shrunk down to fit within the sign's intended text area. The rectangle must be positioned slightly in front of the sign (by 10 millimeters or so, due to engine position precision limitations).
The entity should be named the same as the corresponding wall, on-pole, hanging, and/or yard models, but with "_entity" added just before the mounting style. For example: a sign using "mymod_my_cool_sign_wall.obj" for the base model file should have an entity model file named "mymod_my_cool_sign_entity_wall.obj", if one will be needed.
In your code:
* The first `tiles{}` entry in the sign definition needs to be the front-back texture (how things are arranged within the image file is up to you, provided you match your sign model's UV map to the layout of your image). The second entry will be the texture for the sign's edges.
* For signs that can be mounted on a pole/post, the third item in your `tiles{}` setting specifies the pole mount image to use. When `signs_lib` goes to register the on-pole node(s), the image you specified here will be passed to `register_node()` as either the third or *fourth* tile item, setting the other to the standard blank/empty image, thus revealing only the vertical or horizontal pole mount, respectively. If you don't specify a pole mount image, the standard pole mount texture will be used instead, if needed.
* For signs that can hang from a ceiling, the fourth entry in your `tiles{}` setting specifies the image to apply to the part of the model that makes it look like it's hanging. If not specified, the standard hanging chains image will be used instead, if needed.
* For signs that can stand up in the yard, the fifth `tiles{}` entry specifies the image to be wrapped around the "stick" that the sign's mounted on. If not specified, "default_wood.png" will be used instead, if needed.
* Some signs may allow for more complex entity shapes, images, and UV mapping. For example, [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) has a standard city street intersection sign, the entity mesh for which consists of four simple rectangles. Two of them are identically UV-mapped to the top portion of the texture image, and placed on either side of the upper half of the sign portion of the model. The other two rectangles are also identically UV-mapped, but point to a lower section of the texture, and are rotated by 90° and shifted down in the model, to place them on either side of the lower half of the sign. This causes the first line of text to appear on both sides of the upper half of the sign, with the second line of text appearing on both sides of the lower half.
Signs which don't use the simple models described above may not be compatible with the wall/pole/ceiling/yard placement code, but these things can be overridden/disabled in the node definition, if needed (as with the above intersection sign).
* `signs_lib` automatically blanks-out all redundant `tiles{}` entries for each node.
## Blender users
Start a new project, open the "Sidebar" (usually by pressing `N`), and scroll down to the Display section. Set the Grid floor to 5 lines, Scale to 0.5, and Subdivisions to 8.
This will create an environment where the world origin/center will be the center of a node space at (0,0,0), with major divisions at half-node intervals. With the camera aligned to an axis, zooming in so that one node space fills the window should put the grid at 16 minor divisions per meter, so the grid will correspond to pixels in a typical 16px-apparent texture, if your UV mapping is correct (though a standard sign model uses 32px-apparent textures).
Zoom in a bit more, and you'll see 256 divisions per meter, which can be thought of as 16 divisions per pixel. This is where you'll want to be when positioning the sign entity. In my configuration, the grid maxes out at 256 divisions per meter, even when zoomed in extremely close (this may be standard behavior).
For signs that will use "wallmounted" mode, the model must be lying flat, with its front side facing up along Blender's Z axis, and centered on the X and Y axes. The back of the sign should be exactly flush with the -0.5m mark on the Z axis, putting the whole sign below the world center. The bottom edge of the sign faces the negative end of the Y axis.
For signs that will use "facedir" mode, the sign must be upright, with its back flush with the +0.5m mark along the Y axis, centered on X/Z, with the bottom edge of the sign facing down along the Z axis.
When adding materials, you MUST add them in the order you want them to appear in the exported model, as Blender provides no easy way to enforce a particular order if they come out wrong.
If you look in the `models/` directory, you'll find the standard sign project file, "standard wooden sign.blend", which contains all four variants of the standard sign model ("wallmounted" and "facedir", on-wall and on-pole), designed per the above requirements. This file also contains both entity variants (on-wall and on-pole). You'll notice that there are only two entities. This is because entity rotation has no concept of "wallmounted", "facedir", etc., so all standard signs use the same pair of entities.
To create the text entity model, assuming you're starting with a properly-UV-mapped, "wallmounted" base sign model with a simple one-piece flat design (comparable to, say, a standard wall sign or a [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) warning diamond), do these steps:
1. Snap the cursor to the world center, and set your viewport to Orthographic (usually `5` on the keypad).
2. Switch to Object Mode.
3. Select the sign model.
4. Create a linked duplicate (`Alt-D` in my keymap), as distinct from a simple duplicate (`Shift-D`). Blender will automatically select the duplicate and immediately go into move/translate mode to let you move it around.
5. Without bothering to move the duplicate, press `R` `X` to go into rotatation mode around the X axis, which will also snap the duplicate back to its precise starting point in the process.
6. Rotate the duplicate by 90°, thus putting it upright, with its back side flush with the +0.5m mark on the Y axis.
7. With the duplicate still selected, switch to Edit Mode.
8. Select only the duplicate sign's front face.
9. Rotate your view to the right or left side (usually `3` or `Ctrl-3` on the keypad).
10. Zoom in close enough to get the grid to show 256 divisions per meter, while keeping the selected face in view.
11. Make a simple duplicate of the selected face (`Shift-D`). Blender will automatically select just the new, duplicate face and go into move/translate mode. Yeah, you're making a copy of a copy. 🙂
12. Press `Y` to limit movement to just the Y axis, and move the duplicate face in the negative direction, while snapping to the grid. Put it at least 2 minor divisions from the front of the sign (that is, 2/256 of a meter).
13. Zoom out far enough to get the grid back to 16 divisions per meter, and align your view forward along the Y axis (usually `1` on the keypad).
14. With the duplicate face still selected, scale it along X and/or Z until its edges are just within the limits of your sign model's intended text area. You could also directly move the face's edges inward, perhaps while snapping to the grid, if the sign shape lends itself to that. Make sure the face stays properly-positioned (usually centered) relative to the sign's front!
15. UV-map the duplicate face: `Mesh``UV Unwrap``Reset` followed by `Mesh``UV Unwrap``Project from view (bounds)`.
16. Separate the duplicate face into a new object (`P` in my keymap, then `Selection` in the menu that pops-up).
17. Switch to Object Mode
18. In the model/data tree at the upper-right (well, on my layout), rename the original sign mesh, its duplicate, and the entity mesh to something meaningful.
19. With only the text entity mesh selected, delete all materials from the list on the right, below the model/data tree (these were inherited from the base sign, and aren't needed with an entity mesh).
20. Save your project file.
21. Export the text entity mesh. It is highly recommended that you export to "Wavefront (.obj)" format, as with most other Minetest node models.
Note that the duplicate sign model you created can also be used directly as a "facedir" sign model, as well as being a position reference for the text entity mesh, so I suggest leaving it in your project file when you save.
Use the following export settings (I strongly advise saving them as an Operator Preset; applies to all models and modes):
Forward: [_Z_Forward_]
Up: [_Y_Up______]
🆇 Selection Only
🞎 Animation
🆇 Apply Modifiers
🞎 Use Modifiers Render Settings
🞎 Include Edges
🞎 Smooth Groups
🞎 Bitflag Smooth Groups
🆇 Write Normals
🆇 Include UVs
🞎 Write Materials
🞎 Triangulate Faces
🞎 Write Nurbs
🞎 Polygroups
🆇 Objects as OBJ Objects
🞎 Objects as OBJ Groups
🆇 Material Groups
🞎 Keep Vertex Order
(_Scale:________1.00_)
Path Mode: [_Auto____]

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# signs_lib
This is kaeza's and my signs library mod, originally forked from PilzAdam's version and rewritten mostly by kaeza to include a number of new features, then rewritten again a couple more times (finding its way into my [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) mod for a while, where it developed nicely 🙂).
The purpose of PilzAdam's original mod was to just provide a no-frills way make default signs show their text, via an entity placed right in front. It was hacky, but it worked!
While still hacky, this library is a modernized, feature-enhanced version of his code, which not only has visible text, but which allows that text to be colored, and displayed at any reasonable size, with any reasonable amount of text (as configured in a given node definition), with two font resolutions available. Plus, almost any sign can be attached to almost any kind of suitable pole or fencepost. Most signs that use the standard wall sign model can also be hung from a ceiling, or placed upright as a yard sign, in addition to being flat on a wall or floor. Unlike previous incarnations of this code, signs' text is visible when the sign is flat on the floor or ceiling, as well as all other supported orientations/mounting styles.
Without any other add-ons, this mod upgrades only the default wooden and steel signs.
## Text formatting
In general, text is rendered exactly as-written, left-to-right, top to bottom, without any translations or modifications. The standard fonts support 7-bit ASCII as well as Cyrllic.
That said, there are some basic text formatting options:
* Paragraph breaks (blank lines) may be inserted by simply hitting `Enter` twice.
* Eight arrow symbols are available, occupying positions 0x81 through 0x88 in the character set. These are produced by writing a "^" followed by a number 1 to 8:
"^1" = `⬆`, "^2" = `⬈`, "^3" = `➡`, "^4" = `⬊`, "^5" = `⬇`, "^6" = `⬋`, "^7" = `⬅`, "^8" = `⬉`
Writing "^" followed by a letter "a" through "h" will produce double-wide versions of these arrows, in the same order. These wide arrows occupy 0x89 to 0x91 in the character set.
To write a "^" on a sign, wirte "#^"
* A color may be specified in the sign text by using "#" followed by a single hexadcimal digit (0-9 or a-f). These colors come from the standard Linux/IRC/CGA color set, and are shown in the sign's formspec. Any color change will remain in effect until changed again, or until the next line break. Any number of color changes in any arbitrary arrangement is allowed.
To write "#" on a sign, write "##".
* Most writable signs can display double-wide text by flipping a switch in the sign's formspec.
* Support full Unicode Plane 0 charset (63000+ characters). The "Unicode font" switch on each sign can be turned on for a more consistent letter style in multilingual text.
## Sign placement and rotation notes
* Pointing at a wall while placing will, of course, place the sign on the wall.
* For most signs that use the standard sign model, pointing at the ground while placing creates an upright standalone yard sign. Others not using the standard model will most often end up flat on the ground.
* For most standard signs, pointing at the ceiling while placing will hang the sign from the ceiling by a pair of chains. Others not using the standard model will usually end up flat on the ceiling.
* Pointing at an X or Z side of something that's detected as a pole/post will mount the sign onto that pole, if possible. Note that the sign actually occupies the node space in front of the pole, since they're still separate nodes. But, I figure, no one's going to want to use the space in front of the sign anyway, because doing so would of course obscure the sign, so it doesn't matter if the sign logically occupies that node space.
* If you're holding the "Sneak" key (usually `Shift`) while placing, the on-pole/hanging/yard checks are skipped, allowing you to just place a sign flat onto the ground, ceiling, or top/bottom of a pole/post, like they used to work before `signs_lib` was a thing.
* If a sign is on the wall or flat on the ground, the screwdriver will spin it from one wall to the next, in clockwise order, whether there's a wall to attach to or not, followed by putting it flat on the ground, then flat against the ceiling, then back to wall orientation.
* If a sign is hanging from the ceiling (not flat against it), the screwdriver will just rotate it around its Y axis.
* If a sign is on a vertical pole/post, the screwdriver will rotate it around the pole, but only if there's nothing in the way.
* If a sign is on a horizontal pole/post, the screwdriver will flip it from one side to the other as long as there's nothing in the way.
## Chat commands
At present, only one command is defined:
* `/regen_signs`
This will read through the list of currently-loaded blocks known to contain one or more signs, delete all entities found in each sign's node space, and respawn and re-render each from scratch.
The list of loaded, sign-bearing blocks is created/populated by an LBM (and trimmed by this command if any listed blocks are found to have been unloaded).
## Privileges
* `signslib_edit`
Allows to rotate signs and to open (and consequently edit) any default sign formspec.
(privilege can be set by `signs_lib.edit_priv` setting)

1435
api.lua Normal file

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200
compat.lua Normal file
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@ -0,0 +1,200 @@
if minetest.get_modpath("default") then
local default_fences = {
"default:fence_wood",
"default:fence_acacia_wood",
"default:fence_aspen_wood",
"default:fence_junglewood",
"default:fence_pine_wood"
}
for _, n in ipairs(default_fences) do
minetest.override_item(n, {
check_for_pole = true
})
end
end
if minetest.get_modpath("cottages") then
local cbox = table.copy(minetest.registered_items["cottages:table"].node_box)
minetest.override_item("cottages:table", {
check_for_pole = true,
selection_box = cbox
})
end
if minetest.get_modpath("prefab_redo") then
minetest.override_item("prefab_redo:concrete_railing", {
check_for_pole = true,
selection_box = {
type = "connected",
connect_right = { -0.125, -0.5, -0.125, 0.5, 0.375, 0.125 },
connect_left = { -0.5, -0.5, -0.125, 0.125, 0.375, 0.125 },
connect_back = { -0.125, -0.5, -0.125, 0.125, 0.375, 0.5 },
connect_front = { -0.125, -0.5, -0.5, 0.125, 0.375, 0.125 },
disconnected = { -0.125, -0.5, -0.125, 0.125, 0.25, 0.125 },
fixed = {}
}
})
end
if minetest.get_modpath("streetspoles") then
local htj_north = {
[1] = true,
[3] = true,
[9] = true,
[11] = true,
[21] = true,
[23] = true
}
local htj_east = {
[0] = true,
[2] = true,
[16] = true,
[18] = true,
[20] = true,
[22] = true
}
local htj_south = {
[1] = true,
[3] = true,
[5] = true,
[7] = true,
[21] = true,
[23] = true
}
local htj_west = {
[0] = true,
[2] = true,
[12] = true,
[14] = true,
[20] = true,
[22] = true
}
local vtj_north = {
[8] = true,
[10] = true,
[13] = true,
[15] = true,
[17] = true,
[19] = true
}
local vtj_east = {
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[17] = true,
[19] = true
}
local vtj_south = {
[4] = true,
[6] = true,
[13] = true,
[15] = true,
[17] = true,
[10] = true
}
local vtj_west = {
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[13] = true,
[15] = true
}
minetest.override_item("streets:bigpole", {
check_for_pole = function(pos, node, def, ppos, pnode, pdef)
if pnode.param2 < 4
or (pnode.param2 > 19 and pnode.param2 < 24)
and (pos.x ~= ppos.x or pos.z ~= ppos.z) then
return true
end
end,
check_for_horiz_pole = function(pos, node, def, ppos, pnode, pdef)
if pnode.param2 > 3 and pnode.param2 < 12 then
if def.paramtype2 == "wallmounted" then
if node.param2 == 2 or node.param2 == 3 -- E/W
then return true
end
else
if node.param2 == 1 or node.param2 == 3 -- E/W
then return true
end
end
elseif pnode.param2 > 11 and pnode.param2 < 20 then
if def.paramtype2 == "wallmounted" then
if node.param2 == 4 or node.param2 == 5 then
return true
end
else
if node.param2 == 0 or node.param2 == 2 then
return true
end
end
end
end
})
minetest.override_item("streets:bigpole_tjunction", {
check_for_pole = function(pos, node, def, ppos, pnode, pdef)
if def.paramtype2 == "wallmounted" then
if (node.param2 == 4 and vtj_north[pnode.param2])
or (node.param2 == 2 and vtj_east[pnode.param2])
or (node.param2 == 5 and vtj_south[pnode.param2])
or (node.param2 == 3 and vtj_west[pnode.param2]) then
return true
end
else
if (node.param2 == 0 and vtj_north[pnode.param2])
or (node.param2 == 1 and vtj_east[pnode.param2])
or (node.param2 == 2 and vtj_south[pnode.param2])
or (node.param2 == 3 and vtj_west[pnode.param2]) then
return true
end
end
end,
check_for_horiz_pole = function(pos, node, def, ppos, pnode, pdef)
if def.paramtype2 == "wallmounted" then
if (node.param2 == 4 and htj_north[pnode.param2])
or (node.param2 == 2 and htj_east[pnode.param2])
or (node.param2 == 5 and htj_south[pnode.param2])
or (node.param2 == 3 and htj_west[pnode.param2]) then
return true
end
else
if (node.param2 == 0 and htj_north[pnode.param2])
or (node.param2 == 1 and htj_east[pnode.param2])
or (node.param2 == 2 and htj_south[pnode.param2])
or (node.param2 == 3 and htj_west[pnode.param2]) then
return true
end
end
end
})
end
if minetest.get_modpath("streetlamps") then
minetest.override_item("streets:streetlamp_basic_top_on", {
selection_box = {
type = "fixed",
fixed = {
{-0.3,-0.4,-0.3,0.3,0.5,0.3},
{-0.15,-0.4,-0.15,0.15,-1.55,0.15},
{-0.18,-1.55,-0.18,0.18,-2.5,0.18},
}
},
check_for_pole = true
})
end

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@ -1,8 +1,4 @@
Most code and all textures by Vanessa Ezekowitz.
Most code and all textures by Vanessa Dannenberg.
Some code copied and modified from the game's default mods (especially
doors) and ironzorg's flowers mod.
Licenses:
* For the lua code, BSD.
* For all images and everything else, WTFPL.

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@ -1,4 +0,0 @@
default
intllib?
screwdriver?
keyword_interact?

View File

@ -1 +0,0 @@
Adds signs with readable text.

335
encoding.lua Normal file
View File

@ -0,0 +1,335 @@
-- encoding borrowed from signs_lib fork at https://github.com/lord-server/lord
-- The "ANSI" encoding here actually refers to "windows-1251", which shows up as
-- "ANSI" on Russian version of MS Windows
local ansi_decode = {
[128] = "\208\130",
[129] = "\208\131",
[130] = "\226\128\154",
[131] = "\209\147",
[132] = "\226\128\158",
[133] = "\226\128\166",
[134] = "\226\128\160",
[135] = "\226\128\161",
[136] = "\226\130\172",
[137] = "\226\128\176",
[138] = "\208\137",
[139] = "\226\128\185",
[140] = "\208\138",
[141] = "\208\140",
[142] = "\208\139",
[143] = "\208\143",
[144] = "\209\146",
[145] = "\226\128\152",
[146] = "\226\128\153",
[147] = "\226\128\156",
[148] = "\226\128\157",
[149] = "\226\128\162",
[150] = "\226\128\147",
[151] = "\226\128\148",
[152] = "\194\152",
[153] = "\226\132\162",
[154] = "\209\153",
[155] = "\226\128\186",
[156] = "\209\154",
[157] = "\209\156",
[158] = "\209\155",
[159] = "\209\159",
[160] = "\194\160",
[161] = "\209\142",
[162] = "\209\158",
[163] = "\208\136",
[164] = "\194\164",
[165] = "\210\144",
[166] = "\194\166",
[167] = "\194\167",
[168] = "\208\129",
[169] = "\194\169",
[170] = "\208\132",
[171] = "\194\171",
[172] = "\194\172",
[173] = "\194\173",
[174] = "\194\174",
[175] = "\208\135",
[176] = "\194\176",
[177] = "\194\177",
[178] = "\208\134",
[179] = "\209\150",
[180] = "\210\145",
[181] = "\194\181",
[182] = "\194\182",
[183] = "\194\183",
[184] = "\209\145",
[185] = "\226\132\150",
[186] = "\209\148",
[187] = "\194\187",
[188] = "\209\152",
[189] = "\208\133",
[190] = "\209\149",
[191] = "\209\151"
}
local utf8_decode = {
[128] = {
[147] = "\150",
[148] = "\151",
[152] = "\145",
[153] = "\146",
[154] = "\130",
[156] = "\147",
[157] = "\148",
[158] = "\132",
[160] = "\134",
[161] = "\135",
[162] = "\149",
[166] = "\133",
[176] = "\137",
[185] = "\139",
[186] = "\155"
},
[130] = {[172] = "\136"},
[132] = {[150] = "\185", [162] = "\153"},
[194] = {
[152] = "\152",
[160] = "\160",
[164] = "\164",
[166] = "\166",
[167] = "\167",
[169] = "\169",
[171] = "\171",
[172] = "\172",
[173] = "\173",
[174] = "\174",
[176] = "\176",
[177] = "\177",
[181] = "\181",
[182] = "\182",
[183] = "\183",
[187] = "\187"
},
[208] = {
[129] = "\168",
[130] = "\128",
[131] = "\129",
[132] = "\170",
[133] = "\189",
[134] = "\178",
[135] = "\175",
[136] = "\163",
[137] = "\138",
[138] = "\140",
[139] = "\142",
[140] = "\141",
[143] = "\143",
[144] = "\192",
[145] = "\193",
[146] = "\194",
[147] = "\195",
[148] = "\196",
[149] = "\197",
[150] = "\198",
[151] = "\199",
[152] = "\200",
[153] = "\201",
[154] = "\202",
[155] = "\203",
[156] = "\204",
[157] = "\205",
[158] = "\206",
[159] = "\207",
[160] = "\208",
[161] = "\209",
[162] = "\210",
[163] = "\211",
[164] = "\212",
[165] = "\213",
[166] = "\214",
[167] = "\215",
[168] = "\216",
[169] = "\217",
[170] = "\218",
[171] = "\219",
[172] = "\220",
[173] = "\221",
[174] = "\222",
[175] = "\223",
[176] = "\224",
[177] = "\225",
[178] = "\226",
[179] = "\227",
[180] = "\228",
[181] = "\229",
[182] = "\230",
[183] = "\231",
[184] = "\232",
[185] = "\233",
[186] = "\234",
[187] = "\235",
[188] = "\236",
[189] = "\237",
[190] = "\238",
[191] = "\239"
},
[209] = {
[128] = "\240",
[129] = "\241",
[130] = "\242",
[131] = "\243",
[132] = "\244",
[133] = "\245",
[134] = "\246",
[135] = "\247",
[136] = "\248",
[137] = "\249",
[138] = "\250",
[139] = "\251",
[140] = "\252",
[141] = "\253",
[142] = "\254",
[143] = "\255",
[144] = "\161",
[145] = "\184",
[146] = "\144",
[147] = "\131",
[148] = "\186",
[149] = "\190",
[150] = "\179",
[151] = "\191",
[152] = "\188",
[153] = "\154",
[154] = "\156",
[155] = "\158",
[156] = "\157",
[158] = "\162",
[159] = "\159"
},
[210] = {[144] = "\165", [145] = "\180"}
}
local wide_character_codes = {
}
signs_lib.unicode_install = function(
numbers
)
local scope = utf8_decode
for i = 1,#numbers-2 do
if not scope[numbers[i]] then
scope[numbers[i]] = {}
end
scope = scope[numbers[i]]
end
scope[numbers[#numbers-1]] = "&#x" .. numbers[#numbers] .. ";"
table.insert(
wide_character_codes,
numbers[#numbers]
)
end
signs_lib.unicode_install({38,"26"})
dofile(signs_lib.path.."/nonascii-de.lua")
dofile(signs_lib.path.."/nonascii-fr.lua")
dofile(signs_lib.path.."/nonascii-pl.lua")
dofile(signs_lib.path.."/nonascii-ua.lua")
local nmdc = {
[36] = "$",
[124] = "|"
}
function signs_lib.AnsiToUtf8(s)
local r, b = ""
for i = 1, s and s:len() or 0 do
b = s:byte(i)
if b < 128 then
r = r .. string.char(b)
else
if b > 239 then
r = r .. "\209" .. string.char(b - 112)
elseif b > 191 then
r = r .. "\208" .. string.char(b - 48)
elseif ansi_decode[b] then
r = r .. ansi_decode[b]
else
r = r .. "_"
end
end
end
return r
end
function signs_lib.Utf8ToAnsi(s)
local r, b = ""
local scope
local j, l, u
for i = 1, s and s:len() or 0 do
b = s:byte(i)
-- legacy parser
if b == 0x26 then
r = r .. "&#x26;"
elseif b < 128 then
if nmdc[b] then
r = r .. nmdc[b]
else
r = r .. string.char(b)
end
elseif scope then
if scope[b] then
scope = scope[b]
if "string" == type(scope) then
r, scope = r .. scope, nil
j = -1 -- supress general UTF-8 parser
end
else
scope = nil
end
elseif utf8_decode[b] then
scope = utf8_decode[b]
end
-- general UTF-8 parser
if j == -1 then -- supressed by legacy parser
j = nil
elseif b < 0x80 then
if j then
r = r .. "&#ufffd;"
j = nil
end
-- ASCII handled by legacy parser
elseif b >= 0xc0 then
if j then
r = r .. "&#ufffd;"
end
j = i
if b >= 0xf8 then
r = r .. "&#ufffd;"
j = nil
elseif b >= 0xf0 then
l, u = 4, b % (2 ^ 3)
elseif b >= 0xe0 then
l, u = 3, b % (2 ^ 4)
else
l, u = 2, b % (2 ^ 5)
end
else
if j then
u = u * (2 ^ 6) + b % (2 ^ 6)
if i == j + l - 1 then
r = r .. string.format("&#u%x;", u)
j = nil
end
else
r = r .. "&#ufffd;"
end
end
end
if j then
r = r .. "&#ufffd;"
end
return r
end
signs_lib.wide_character_codes = wide_character_codes
signs_lib.unifont_halfwidth = dofile(signs_lib.path.."/unifont-halfwidth.lua")

1149
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File diff suppressed because it is too large Load Diff

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@ -1,9 +0,0 @@
# Translation by Xanthin
Reading cached character database. = Lese zwischengespeicherte Buchstabendatenbank.
Font seems to have changed. Rebuilding cache. = Schriftart scheint sich geaendert zu haben. Wiederaufbau des Zwischenspeichers.
Could not find font line height in cached DB. Trying brute force. = Konnte die Schriftzeilenhoehe nicht in der zwischengespeicherten DB finden. Versuche Brute-Force.
Sign = Schild
%s wrote "%s" to sign at %s = %s schrieb "%s" auf das Schild bei %s
Registered %s and %s = Registrierte %s und %s
signs loaded = signs geladen

12
locale/signs_lib.de.tr Normal file
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@ -0,0 +1,12 @@
# textdomain: signs_lib
Locked sign, owned by @1@n=Abgeschlossenes Schild, gehört @1@n
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=Iteriert durch alle derzeit geladenen Kartenblöcke, die Schilder enthalten, löscht alle Entities innerhalb des Node-Raums eines jeden Schildes und erzeugt ihre Text-Entities, falls vorhanden, neu.
There are no signs in the currently-loaded terrain.=Im derzeit geladenen Gelände befinden sich keine Schilder.
Found a total of @1 sign nodes across @2 blocks.=Insgesamt wurden @1 Schild-Nodes über @2 Kartenblöcke gefunden.
Regenerating sign entities ...=Schild-Entities werden neu erzeugt ...
Finished.=Fertig.
Write=Schreiben
Unicode font=Unicode-Schrift
Wide font=Weite Schrift
Wooden Wall Sign=Holzwandschild
Steel Wall Sign=Stahlwandschild

12
locale/signs_lib.es.tr Normal file
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@ -0,0 +1,12 @@
# textdomain: signs_lib
Locked sign, owned by @1@n=Cartel bloqueado, propiedad de @1
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=Examina todos los bloques de mapas que contienen letreros cargados actualmente, elimina cualquier entidad dentro del espacio de nodo de cada cartel y regenera sus entidades de texto, si las hay.
There are no signs in the currently-loaded terrain.=No hay carteles en el terreno actual cargado.
Found a total of @1 sign nodes across @2 blocks.=Se han encontrado un total de @1 cartel(es) a traves de @2 bloque(s).
Regenerating sign entities ...=Regenerando entidades de los carteles...
Finished.=Terminado
Write=Escribir
Unicode font=Fuente unicode
Wide font=Fuente ancha
Wooden Wall Sign=Cartel de Madera
Steel Wall Sign=Cartel de Acero

12
locale/signs_lib.fr.tr Normal file
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@ -0,0 +1,12 @@
# textdomain: signs_lib
Locked sign, owned by @1@n=Panneau verrouillé, appartient à @1@n
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=
There are no signs in the currently-loaded terrain.=
Found a total of @1 sign nodes across @2 blocks.=
Regenerating sign entities ...=
Finished.=
Write=
Unicode font=
Wide font=
Wooden Wall Sign=
Steel Wall Sign=

12
locale/signs_lib.ms.tr Normal file
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@ -0,0 +1,12 @@
# textdomain: signs_lib
Locked sign, owned by @1@n=Papan tanda berkunci, milik @1@n
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=
There are no signs in the currently-loaded terrain.=
Found a total of @1 sign nodes across @2 blocks.=
Regenerating sign entities ...=
Finished.=
Write=
Unicode font=
Wide font=
Wooden Wall Sign=
Steel Wall Sign=

12
locale/signs_lib.ru.tr Normal file
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@ -0,0 +1,12 @@
# textdomain: signs_lib
Locked sign, owned by @1@n=защищенная табличка, пренадлежит @1@n
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=
There are no signs in the currently-loaded terrain.=
Found a total of @1 sign nodes across @2 blocks.=
Regenerating sign entities ...=
Finished.=
Write=записать
Unicode font=
Wide font=
Wooden Wall Sign=
Steel Wall Sign=

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@ -1,9 +1,12 @@
#Template
Reading cached character database. =
Font seems to have changed. Rebuilding cache. =
Could not find font line height in cached DB. Trying brute force. =
Sign =
%s wrote "%s" to sign at %s =
Registered %s and %s =
signs loaded =
# textdomain: signs_lib
Locked sign, owned by @1@n=
Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.=
There are no signs in the currently-loaded terrain.=
Found a total of @1 sign nodes across @2 blocks.=
Regenerating sign entities ...=
Finished.=
Write=
Unicode font=
Wide font=
Wooden Wall Sign=
Steel Wall Sign=

View File

@ -1 +1,5 @@
name = signs_lib
author = VanessaE
optional_depends = screwdriver, streetspoles, streetlamps, cottages, prefab_redo, default
description = Adds signs with readable text.
min_minetest_version = 5.4.0

View File

@ -0,0 +1,232 @@
# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
o facedir,_on_pole_Cube.005
v 0.437500 -0.312500 0.812500
v 0.437500 -0.312500 0.750000
v 0.437500 0.312500 0.750000
v -0.437500 -0.312500 0.812500
v -0.437500 -0.312500 0.750000
v -0.437500 0.312500 0.812500
v 0.437500 0.312500 0.812500
v -0.437500 0.312500 0.750000
v -0.125000 -0.187500 0.812500
v -0.125000 -0.187500 0.875000
v -0.125000 0.187500 0.875000
v 0.125000 -0.187500 0.812500
v 0.164062 -0.125000 1.164063
v -0.164063 -0.125000 1.164063
v 0.164062 -0.187500 1.164063
v -0.164063 -0.187500 1.164063
v 0.125000 0.125000 0.812500
v -0.125000 -0.125000 1.125000
v 0.164062 0.187500 0.812500
v 0.164062 0.187500 1.125000
v 0.164062 0.125000 0.812500
v 0.164062 0.125000 1.125000
v 0.125000 -0.125000 0.812500
v 0.125000 -0.125000 1.125000
v 0.164062 -0.125000 0.812500
v 0.164062 -0.187500 0.812500
v -0.164063 0.187500 0.812500
v -0.164063 0.125000 0.812500
v -0.125000 0.125000 0.812500
v -0.125000 0.125000 1.125000
v -0.164063 -0.125000 0.812500
v -0.164063 -0.125000 1.125000
v -0.164063 -0.187500 0.812500
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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden hanging sign.blend'
# www.blender.org
o Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
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View File

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# www.blender.org
o text_entity_Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign.blend'
# www.blender.org
o Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden hanging sign.blend'
# www.blender.org
o Cube
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View File

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# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
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g wallmounted,_on_pole_Cube.002_edges
f 4/9/3 5/10/3 2/11/3 1/12/3
f 7/13/4 3/14/4 8/15/4 6/16/4
f 7/13/5 1/17/5 2/18/5 3/14/5
f 4/9/6 6/16/6 8/15/6 5/10/6
g wallmounted,_on_pole_Cube.002_pole_mount
f 9/19/6 10/20/6 11/21/6 39/22/6
f 12/23/5 38/24/5 36/25/5 37/26/5
f 20/27/5 45/28/5 43/29/5 22/30/5
f 44/31/6 47/32/6 46/33/6 42/34/6
f 52/35/5 10/36/5 56/37/5 18/38/5
f 46/39/3 22/40/3 43/41/3 42/42/3
f 44/43/4 45/44/4 20/45/4 47/46/4
f 42/42/2 43/41/2 45/47/2 44/48/2
f 41/49/5 13/50/5 15/51/5 40/52/5
f 14/53/6 32/54/6 34/55/6 16/56/6
f 34/57/3 40/58/3 15/59/3 16/60/3
f 14/61/4 13/62/4 41/63/4 32/64/4
f 24/65/6 53/66/6 37/67/6 48/68/6
f 16/60/2 15/59/2 13/69/2 14/70/2
f 50/71/3 17/72/3 21/73/3 22/74/3
f 20/75/4 19/76/4 38/77/4 49/78/4
f 49/79/6 36/80/6 54/81/6 50/71/6
f 22/30/5 21/82/5 19/83/5 20/27/5
f 48/68/3 12/84/3 26/85/3 40/86/3
f 41/87/4 25/88/4 23/89/4 24/90/4
f 40/52/5 26/91/5 25/92/5 41/49/5
f 46/33/3 28/93/3 29/94/3 30/95/3
f 47/32/6 27/96/6 28/93/6 46/33/6
f 51/97/4 39/98/4 27/99/4 47/100/4
f 34/55/3 33/101/3 9/102/3 52/103/3
f 32/54/6 31/104/6 33/101/6 34/55/6
f 18/105/4 35/106/4 31/107/4 32/108/4
f 10/20/2 37/26/2 36/25/2 11/21/2
f 9/109/3 12/110/3 37/26/3 10/20/3
f 11/21/4 36/25/4 38/111/4 39/112/4
f 30/113/5 55/114/5 11/115/5 51/116/5
f 52/117/1 18/118/1 24/119/1 48/120/1
f 30/121/1 51/122/1 49/123/1 50/124/1

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@ -0,0 +1,52 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden wall sign.blend'
# www.blender.org
o Cube
v 0.437500 -0.500000 -0.312500
v 0.437500 -0.437500 -0.312500
v 0.437500 -0.500000 0.312500
v 0.437500 -0.437500 0.312500
v -0.437500 -0.500000 -0.312500
v -0.437500 -0.437500 -0.312500
v -0.437500 -0.500000 0.312500
v -0.437500 -0.437500 0.312500
v 0.437500 -0.500000 -0.312500
v 0.437500 -0.437500 -0.312500
v 0.437500 -0.500000 0.312500
v 0.437500 -0.437500 0.312500
v -0.437500 -0.500000 -0.312500
v -0.437500 -0.437500 -0.312500
v -0.437500 -0.500000 0.312500
v -0.437500 -0.437500 0.312500
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vn 0.0000 1.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 0.0000 1.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 0.0000
g Cube_Cube_front-back
s off
f 8/1/1 4/2/1 2/3/1 6/4/1
f 3/5/2 7/6/2 5/7/2 1/8/2
g Cube_Cube_edges
f 13/9/3 14/10/3 10/11/3 9/12/3
f 11/13/4 12/14/4 16/15/4 15/16/4
f 11/13/5 9/17/5 10/18/5 12/14/5
f 13/9/6 15/16/6 16/15/6 14/10/6

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@ -0,0 +1,85 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign.blend'
# www.blender.org
o Cube
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.062500 -0.500000 0.000000
v 0.062500 0.250000 0.000000
v 0.062500 -0.500000 0.062500
v 0.062500 0.250000 0.062500
v -0.062500 -0.500000 0.000000
v -0.062500 0.250000 0.000000
v -0.062500 -0.500000 0.062500
v -0.062500 0.250000 0.062500
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vt 0.000000 0.750000
vt 2.000000 0.750000
vt 2.000000 0.875000
vt 0.000000 0.875000
vt 0.000000 0.125000
vt 2.000000 0.125000
vt 2.000000 0.375000
vt 0.000000 0.375000
vt 2.000000 0.500000
vt 0.000000 0.500000
vt 0.812500 0.875000
vt 0.562500 0.875000
vt 0.562500 1.000000
vt 0.812500 1.000000
vt 0.125000 0.875000
vt 0.375000 0.875000
vt 0.375000 1.000000
vt 0.125000 1.000000
vn 0.0000 0.0000 -1.0000
vn 0.0000 -0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 0.0000
g Cube_Cube_front-back
s off
f 8/1/1 4/2/1 2/3/1 6/4/1
f 3/5/2 7/6/2 5/7/2 1/8/2
g Cube_Cube_edges
f 13/9/3 14/10/3 10/11/3 9/12/3
f 11/13/4 12/14/4 16/15/4 15/16/4
f 11/13/5 9/17/5 10/18/5 12/14/5
f 13/9/6 15/16/6 16/15/6 14/10/6
g Cube_Cube_default_wood
f 17/19/5 18/20/5 20/21/5 19/22/5
f 19/23/2 20/24/2 24/25/2 23/26/2
f 23/26/6 24/25/6 22/27/6 21/28/6
f 21/28/1 22/27/1 18/20/1 17/19/1
f 19/29/3 23/30/3 21/31/3 17/32/3
f 24/33/4 20/34/4 18/35/4 22/36/4

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@ -0,0 +1,110 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign two sticks.blend'
# www.blender.org
o Cube
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v 0.421875 -0.500000 0.000000
v 0.421875 0.250000 0.000000
v 0.421875 -0.500000 0.031250
v 0.390625 -0.500000 0.000000
v 0.390625 0.250000 0.000000
v 0.390625 -0.500000 0.031250
v -0.390625 -0.500000 0.000000
v -0.390625 -0.500000 0.031250
v -0.421875 -0.500000 0.000000
v -0.421875 0.250000 0.000000
v -0.421875 -0.500000 0.031250
v 0.421875 0.218750 0.031250
v 0.390625 0.218750 0.031250
v -0.390625 0.250000 0.000000
v -0.390625 0.218750 0.031250
v -0.421875 0.218750 0.031250
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vt 0.000000 0.375000
vt 1.437500 0.375000
vt 1.437500 0.437500
vt 0.000000 0.437500
vt 1.500000 0.500000
vt 0.000000 0.500000
vt 1.500000 0.562500
vt 0.000000 0.562500
vt 0.750000 0.875000
vt 0.625000 0.875000
vt 0.625000 1.000000
vt 0.750000 1.000000
vt 1.437500 0.625000
vt 0.000000 0.625000
vt 0.000000 0.375000
vt 1.437500 0.375000
vt 1.437500 0.437500
vt 0.000000 0.437500
vt 1.500000 0.500000
vt 0.000000 0.500000
vt 1.500000 0.562500
vt 0.000000 0.562500
vt 0.750000 0.875000
vt 0.625000 0.875000
vt 0.625000 1.000000
vt 0.750000 1.000000
vt 1.437500 0.625000
vt 0.000000 0.625000
vt 0.312500 1.000000
vt 0.187500 1.000000
vt 0.187500 0.875000
vt 0.312500 0.875000
vt 0.312500 1.000000
vt 0.187500 1.000000
vt 0.187500 0.875000
vt 0.312500 0.875000
vn 0.0000 0.0000 -1.0000
vn 0.0000 -0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 1.0000 -0.0000 0.0000
vn -1.0000 -0.0000 0.0000
vn 0.0000 0.7071 0.7071
g Cube_Cube_front-back
s off
f 5/1/1 6/2/1 2/3/1 8/4/1
f 3/5/2 4/6/2 7/7/2 1/8/2
g Cube_Cube_edges
f 7/9/3 8/10/3 2/11/3 1/12/3
f 3/13/4 6/14/4 5/15/4 4/16/4
f 3/13/5 1/17/5 2/18/5 6/14/5
f 7/9/6 4/16/6 5/15/6 8/10/6
g Cube_Cube_sticks
f 11/19/2 20/20/2 21/21/2 14/22/2
f 14/22/6 21/21/6 13/23/6 12/24/6
f 12/24/1 13/23/1 10/25/1 9/26/1
f 11/27/3 14/28/3 12/29/3 9/30/3
f 9/26/5 10/25/5 20/31/5 11/32/5
f 16/33/2 23/34/2 24/35/2 19/36/2
f 19/36/6 24/35/6 18/37/6 17/38/6
f 17/38/1 18/37/1 22/39/1 15/40/1
f 16/41/3 19/42/3 17/43/3 15/44/3
f 15/40/5 22/39/5 23/45/5 16/46/5
f 10/47/7 13/48/7 21/49/7 20/50/7
f 22/51/7 18/52/7 24/53/7 23/54/7

7
nonascii-de.lua Normal file
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signs_lib.unicode_install({195,132,"00c4"})
signs_lib.unicode_install({195,150,"00d6"})
signs_lib.unicode_install({195,156,"00dc"})
signs_lib.unicode_install({195,159,"00df"})
signs_lib.unicode_install({195,164,"00e4"})
signs_lib.unicode_install({195,182,"00f6"})
signs_lib.unicode_install({195,188,"00fc"})

16
nonascii-fr.lua Normal file
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signs_lib.unicode_install({195,128,"00c0"})
signs_lib.unicode_install({195,134,"00c6"})
signs_lib.unicode_install({195,135,"00c7"})
signs_lib.unicode_install({195,136,"00c8"})
signs_lib.unicode_install({195,137,"00c9"})
signs_lib.unicode_install({195,138,"00ca"})
signs_lib.unicode_install({195,148,"00d4"})
signs_lib.unicode_install({195,153,"00d9"})
signs_lib.unicode_install({195,160,"00e0"})
signs_lib.unicode_install({195,166,"00e6"})
signs_lib.unicode_install({195,167,"00e7"})
signs_lib.unicode_install({195,168,"00e8"})
signs_lib.unicode_install({195,169,"00e9"})
signs_lib.unicode_install({195,170,"00ea"})
signs_lib.unicode_install({195,180,"00f4"})
signs_lib.unicode_install({195,185,"00f9"})

16
nonascii-pl.lua Normal file
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signs_lib.unicode_install({195,147,"00d3"})
signs_lib.unicode_install({195,179,"00f3"})
signs_lib.unicode_install({196,132,"0104"})
signs_lib.unicode_install({196,133,"0105"})
signs_lib.unicode_install({196,134,"0106"})
signs_lib.unicode_install({196,135,"0107"})
signs_lib.unicode_install({196,152,"0118"})
signs_lib.unicode_install({196,153,"0119"})
signs_lib.unicode_install({197,129,"0141"})
signs_lib.unicode_install({197,130,"0142"})
signs_lib.unicode_install({197,154,"015a"})
signs_lib.unicode_install({197,155,"015b"})
signs_lib.unicode_install({197,185,"0179"})
signs_lib.unicode_install({197,186,"017a"})
signs_lib.unicode_install({197,187,"017b"})
signs_lib.unicode_install({197,188,"017c"})

8
nonascii-ua.lua Normal file
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signs_lib.unicode_install({208,132,"0404"})
signs_lib.unicode_install({208,134,"0406"})
signs_lib.unicode_install({208,135,"0407"})
signs_lib.unicode_install({209,148,"0454"})
signs_lib.unicode_install({209,150,"0456"})
signs_lib.unicode_install({209,151,"0457"})
signs_lib.unicode_install({210,144,"0490"})
signs_lib.unicode_install({210,145,"0491"})

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settingstypes.txt Normal file
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signs_lib.edit_priv (Allows to rotate signs and to open (and consequently edit) any default sign formspec) string signslib_edit

73
standard_signs.lua Normal file
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-- Definitions for standard minetest_game wooden and steel wall signs
local S = signs_lib.S
if minetest.get_modpath("default") then
signs_lib.register_sign("default:sign_wall_wood", {
description = S("Wooden Wall Sign"),
inventory_image = "signs_lib_sign_wall_wooden_inv.png",
tiles = {
"signs_lib_sign_wall_wooden.png",
"signs_lib_sign_wall_wooden_edges.png",
-- items 3 - 5 are not set, so signs_lib will use its standard pole
-- mount, hanging, and yard sign stick textures.
},
entity_info = "standard",
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = "clip",
})
signs_lib.register_sign("default:sign_wall_steel", {
description = S("Steel Wall Sign"),
inventory_image = "signs_lib_sign_wall_steel_inv.png",
tiles = {
"signs_lib_sign_wall_steel.png",
"signs_lib_sign_wall_steel_edges.png",
nil, -- not set, so it'll use the standard pole mount texture
nil, -- not set, so it'll use the standard hanging chains texture
"default_steel_block.png" -- for the yard sign's stick
},
groups = signs_lib.standard_steel_groups,
sounds = signs_lib.standard_steel_sign_sounds,
locked = true,
entity_info = "standard",
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = "clip",
})
minetest.register_alias("signs:sign_hanging", "default:sign_wood_hanging")
minetest.register_alias("basic_signs:hanging_sign", "default:sign_wood_hanging")
minetest.register_alias("signs:sign_yard", "default:sign_wood_yard")
minetest.register_alias("basic_signs:yard_sign", "default:sign_wood_yard")
minetest.register_alias("default:sign_wall_wood_onpole", "default:sign_wood_onpole")
minetest.register_alias("default:sign_wall_wood_onpole_horiz", "default:sign_wood_onpole_horiz")
minetest.register_alias("default:sign_wall_wood_hanging", "default:sign_wood_hanging")
minetest.register_alias("default:sign_wall_wood_yard", "default:sign_wood_yard")
minetest.register_alias("default:sign_wall_steel_onpole", "default:sign_steel_onpole")
minetest.register_alias("default:sign_wall_steel_onpole_horiz", "default:sign_steel_onpole_horiz")
minetest.register_alias("default:sign_wall_steel_hanging", "default:sign_steel_hanging")
minetest.register_alias("default:sign_wall_steel_yard", "default:sign_steel_yard")
end
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_hanging")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:hanging_sign")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_yard")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:yard_sign")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wood_yard")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wall_wood_yard")
-- insert the old wood sign-on-fencepost into signs_lib's conversion LBM
table.insert(signs_lib.old_fenceposts_with_signs, "signs:sign_post")
signs_lib.old_fenceposts["signs:sign_post"] = "default:fence_wood"
signs_lib.old_fenceposts_replacement_signs["signs:sign_post"] = "default:sign_wall_wood_onpole"

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