Commit Graph

33 Commits

Author SHA1 Message Date
Vanessa Ezekowitz
fef736edd6 delete obsolete textures 2017-02-25 02:14:18 -05:00
Vanessa Ezekowitz
1fe7541f7d convert to use UD extended palette 2017-02-25 02:06:26 -05:00
Vanessa Ezekowitz
d980d1ef79 convert to use extended UD palette 2017-02-25 01:34:38 -05:00
Vanessa Ezekowitz
e78c0a8b15 don't run LBM at every load 2017-02-16 17:01:39 -05:00
Vanessa Ezekowitz
6e1d104ffe fix wrong not-in-creative-inv redefinition on trap super glow glass 2017-02-06 05:30:13 -05:00
Vanessa Ezekowitz
7a9868bd63 fix wrong "walkable" on stained and faint trap glass 2017-02-06 05:28:43 -05:00
Vanessa Ezekowitz
44e9c4ea32 update unified dyes API for one more node 2017-02-04 21:03:06 -05:00
Vanessa Ezekowitz
efd1200648 unified dyes uses on_use now, instead of on_rightclick 2017-02-04 19:42:03 -05:00
Vanessa Ezekowitz
664681b2e2 better way to call after_dig_node 2017-01-28 09:46:25 -05:00
Vanessa Ezekowitz
bae9f7bd34 set the full color spec in the metadata
during LBM conversion, not just the hue

Also, updated to use the revised UD API
2017-01-28 08:05:12 -05:00
Vanessa Ezekowitz
99eee07f0a fix drops 2017-01-28 07:40:46 -05:00
Vanessa Ezekowitz
94bbecfd3b Reworked to use engine param2 colorization
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.
2017-01-25 16:15:27 -05:00
Jeremy Anderson
b6daeecd13 Merge pull request #2 from cmdskp/patch-1
Undeclared oldname to local
2015-12-14 07:29:23 -06:00
cmdskp
5644b08229 Undeclared oldname to local
Removes error reported by minetest regarding undefined global.
2015-12-13 20:01:33 +00:00
Jeremy Anderson
173569fd12 fixed pastel, light and faint aliasing. 2013-09-03 10:10:07 -05:00
andersje
4afef41200 README updated to reflect settings.txt file and tell about trap glass variants 2013-08-31 21:42:33 -05:00
andersje
5dc18596b9 trapglass variants added. settings.txt enhanced. 2013-08-31 21:31:05 -05:00
andersje
da48353f86 added ability to disable/enable full/med/low-glow glass independently 2013-08-30 20:52:19 -05:00
andersje
ef0071fd77 no longer necessary 2013-08-27 17:27:05 -05:00
andersje
b21069b7f1 massive cleanup. all craft recipes working and tested. 2013-08-27 17:26:24 -05:00
andersje
0409a59892 Merge remote-tracking branch 'upstream/master' 2013-08-26 08:55:36 -05:00
Vanessa Ezekowitz
2e3329227f oops, forgot to remove glass from creative inv after debugging 2013-08-26 05:30:00 -04:00
andersje
1a5f620a30 Rewrote the base code a bit to make the
whole thing more readable. (VanessaE)

Added low-glow and no-glow versions all colors/shades. (andersje)
2013-08-26 05:23:35 -04:00
andersje
32fc400e13 added low-luminescence bricks (lowglow, made with moreblocks:glow_glass) and non-luminescent stained_glass, made with default:glass
enjoy.
2013-08-25 21:53:16 -05:00
andersje
02ec406eb7 now tested with blocks created by previous versions of the mod. should be safe for worlds created before these changes.
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.
2013-08-23 11:06:04 -05:00
Vanessa Ezekowitz
849513e165 removed all colors from creative inventory in prep for spray booth mod 2013-08-20 20:48:13 -04:00
doyousketch2
74be8d5284 Update init.lua 2013-05-04 14:54:07 -03:00
doyousketch2
2c54ac76d3 Update README.md 2013-05-04 14:52:23 -03:00
doyousketch2
43d06a647e Merge pull request #1 from VanessaE/alpha
Add alpha channel support for latest git clients/servers, don't use inventory cubes.
2013-05-04 09:10:18 -07:00
Vanessa Ezekowitz
4cac2334e7 Alpha channel support, don't use inventory cubes
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.
2013-04-28 07:24:02 -04:00
doyousketch2
87bd29965b cleaned up screen cap 2013-02-24 16:56:26 -05:00
doyousketch2
f48f2da8c2 added screen cap 2013-02-24 13:28:45 -05:00
doyousketch2
12c27a8ede First commit 2013-02-24 13:09:02 -05:00