I recreated the original layout as best as practical, but by necessity
there are a few minor positioning changes, since the underlying
hard-wired inventory slots are square now and image positioning is now
scaled by exactly 1.250 in both dimensions (as opposed to roughly 1.25
by 1.16).
Backstage, I also needed to fix the aspect ratios of the various
inventory slot elements. That meant redesigning the single-slot image
from scratch. It was already blurry/grainy and a little ugly, and
trying to alter it would have only made it worse.
The slot image is now exactly 56x56 pixels square, set on a 64x64
canvas, so there's a 4 pixel empty space around the edges. The full
256px .xcf workfile is included in the UI folder.
I've re-tiled all slot/inv images from the new single slot.
I also re-rendered the trash can icon from it since it was blurry and
oddly-sized. I couldn't find the original upstream image, so since
they're free, I used one of my Linux system's icons which happens to
resemble it.
I also removed a couple more improper uses of `background[]` where
`image[]` is more appropriate.
There are tons of minor tweaks throughout the code to re-align
everything, and I had to rewrite a few sections to avoid code
duplication and to allow for a little more flexibility (mainly to make
"lite" mode look right).
In a number of places, background[] is misused to place the
inventory backdrop images. Where appropriate, image[] is used
instead, so that "ui_form_bg.png" actually serves as the one
and only true background image.
In so doing, I was able to remake the bag inventory images,
making them only big as is actually needed to hold 1, 2, or 3
rows of inventory slots.
This, in turn, allows a standardized main inventory image to
occupy the lower part of the window, which allows for
consistent inventory image positioning and sizing from one
page to another.
I also removed ui_misc_form.png. Nothing in UI uses it, and
any external mods that used it can just use the standard
inventory and its background.
Lastly, I reduced the background image to 512x384 px. It was
unnecessarily large before, considering it has no real detail.
The larger inventory images are all 512px wide, and multiples
of 64px in height. Before, they were oddly sized.
* Implement new crafting algorithm
* Take craft width into account when creating craft index
* Fix moving logic, correctly check for empty stacks
* Return early when there's not enough items for craft
* Bound match_count with smallest stack_max value, take from inventory only if needed
* Continue if item can't be moved to the current position.
* Fix metadata loss and. Improve placement for some corner cases.
* Drop items from oversized stacks on the ground
* Place items exactly as displayed in the guide
* One source list one destination. Try to take from destination list first
Set unified_inventory_lite = true in minetest.conf to enable.
This mode reduces the feature-set of the mod as follows:
* no bags
* no waypoints,
* no home/go-home buttons,
* no set-day/-night buttons,
* smaller creative/craft guide inventory pages (4x6 instead of 8x10)
* fewer paging buttons
* smaller search field
* move "Result: foo" to below the crafting guide grid.
* Move main "tab" buttons to the right, below the search and paging buttons.
* Made "tab" buttons able to use to 2 rows if necessary (max 8 buttons)