Uses the place-then-paint method to make colors. To get a regular color,
place some Moreblocks super glow glass, then right click on it with some
dye to color it. To get the pastel colors, right-click the colored
glass with Moreblocks' "sweeper" to "brush off" some of the color. Do
it again to change pastel to faint.
Right click a pastel or faint with some dye to re-color it. You have to
dig and re-place if you want to go darker/more saturated again.
superglowglass changed to super_glow_glass.
attempts at setting the hues and dyes and whatnot to fix the craft recipes, since changes to default dyes and unifieddyes broke them some time ago.
manual initialization for blocks and recipes. DON'T USE THIS YET, I'm still working on it.
WORKING: craft recipes, most blocks, use of new color palette
UNTESTED: mapping of old blocks to these new blocks
NOT WORKING: faint, pastel type blocks
much cleaner code. it LOOKS like the light/pastel blocks should be working perfectly, even when digging through the debug logs...however, they aren't craftable. I'm not sure why this is. hopefully, someone can point me in the right direction
dark green, magenta all sorted out now, thanks to vanessaE.
Still, this makes me wonder if I should be using exact dye names everywhere.
also, brown will no longer map to yellow stained glass.
uuuuugh, ugly hack -- had to define separate subs for pastel and faint blocks. could be worse I suppose.
This is now working for new worlds, but be careful on existing worlds -- it isn't tested there yet, though it SHOULD work.
updates to copyright and usage of the mod.
changelog updated.
doyousketch2 has returned! fixes to README file, since this is still his baby.
leftover temp file...didn't need to be here.
Add alpha channel support for latest git clients/servers
(should still work fine on old clients/servers too).
Requires that the client use shaders to see the effect.
Also, removes the calls that create rendered inventory cubes - those
calls are obsolete and should not be used in production, as they prevent
the engine from rendering an actual cube when an item is dropped.