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2017-06-20document the APIVanessa Ezekowitz
2017-06-20remove a few redundant aliasesVanessa Ezekowitz
2017-06-20add alternate recipe for dark orangeVanessa Ezekowitz
2017-06-20clean-up of dark/medium orange and light/redVanessa Ezekowitz
(fixes #13)
2017-06-04rotation fixes for compat with minetest 0.4.16Vanessa Ezekowitz
2017-05-18Merge pull request #9 from AntumDeluge/settingsVanessa Ezekowitz
Replace deprecated 'setting_getbool' with 'settings:get_bool'
2017-05-18Merge pull request #8 from AntumDeluge/masterVanessa Ezekowitz
Replace deprecated call to 'get_look_yaw' with 'get_look_horizontal'
2017-05-13Replace deprecated 'setting_getbool' with 'settings:get_bool'AntumDeluge
2017-05-03Replace deprecated call to 'get_look_yaw' with 'get_look_horizontal'AntumDeluge
2017-03-18allow shift-punching on a colorable node, to cancel auto-coloringVanessa Ezekowitz
also add a message in the chat when auto-color is activated, and with what.
2017-03-18make sure the pointed thing is a node before checking protectionVanessa Ezekowitz
2017-03-18add recolor-on-place helperVanessa Ezekowitz
if you add `after_place_node = unifieddyes.recolor_on_place,` to your node def, UD will automatically colorize the node when placed, using the last dye you colored that kind of node with. If you switch to some other colorable node, or you run out of whatever color dye you were using at the time, a warning message will be printed and the autocolor will be reset back to neutral. If a player signs off, autocolor for him/her is reset to neutral (this also helps prevent a minor memory leak) also get rid of one or two debug prints.
2017-03-17remove outdated commentVanessa Ezekowitz
2017-03-17protection check on_useVanessa Ezekowitz
2017-03-14on_construct for nodes that were 89-color or static,Vanessa Ezekowitz
but now use an LBM to convert to the 256-color palette
2017-03-11don't crash if the dye target is an unknown node :PVanessa Ezekowitz
2017-02-26made base_color_crafts, shade_crafts,Vanessa Ezekowitz
and greymixes tables globally accessible
2017-02-26get rid of some redundant variablesVanessa Ezekowitz
(just directly reference the table elements instead)
2017-02-26add another recipeVanessa Ezekowitz
2017-02-26add more hue recipesVanessa Ezekowitz
also fix a variable that got capitalized for some reason
2017-02-26add more "direct" recipesVanessa Ezekowitz
for the more esoteric colors
2017-02-26only use the node def's palette entry to check palette typeVanessa Ezekowitz
(don't assume it has to be paramtype2="color", otherwise that screws up uncolored nodes that need this check for on_use)
2017-02-25define on_use for default dyesVanessa Ezekowitz
(forgot to include the overrides)
2017-02-25override default dyes to keep their hues/shades consistentVanessa Ezekowitz
with how this mod uses them. Also fix missing aliases for same.
2017-02-25clean up greyscale portion of extended paletteVanessa Ezekowitz
remap greys slightly, tweak related recipes
2017-02-25add grey crafts and consolidate slightlyVanessa Ezekowitz
2017-02-25greys were mapped slightly wrong, fixedVanessa Ezekowitz
2017-02-25fix missing full-s50 defs,Vanessa Ezekowitz
fix a couple more broken recipes
2017-02-25add crafting recipes for all hues and some greysVanessa Ezekowitz
also fix broken light grey registration
2017-02-24make some color tables globally accessible (in unifieddyes namespace)Vanessa Ezekowitz
2017-02-24remove some debug statementsVanessa Ezekowitz
2017-02-24dyes -> not in creative invVanessa Ezekowitz
2017-02-24fix greys in palette conversion tableVanessa Ezekowitz
2017-02-24it's okay to use an oversized paletteVanessa Ezekowitz
also formula for 89->256 table was wrong
2017-02-24Mark the node via its metadata if it's been painted with 256-color paletteVanessa Ezekowitz
2017-02-24translate new dye names to old for 89-color palette checkVanessa Ezekowitz
2017-02-24Add detection and setting of new paletteVanessa Ezekowitz
(with any luck, all that's left now is to update the mods that use Unified Dyes, where the new palette is wanted)
2017-02-24auto-generate the various dye craftitemsVanessa Ezekowitz
and base them all on a single colorized texture.
2017-02-24get rid of HUES2 table (use string ops to replace it)Vanessa Ezekowitz
2017-02-24add extended paletteVanessa Ezekowitz
full 256-color range: 24 full hues, with four lighter shades and two darker shades, plus low-saturation versions of the full and darker shades, and 16 levels of greyscale
2017-02-21fix not being able to pick up dropped objects while wielding dyeadrido
2017-02-18add on_rotate handlerVanessa Ezekowitz
to correct rotation for "fake wallmounted" nodes so that they always appear to be on the floor, pointing at one of the four NSEW directions.
2017-02-17"widen" the range for floor/ceiling placement checkingVanessa Ezekowitz
in fix_rotation function
2017-02-17add helper functions for rotation correctionVanessa Ezekowitz
2017-02-07re-generated all of the palettesVanessa Ezekowitz
Some colors were a little bit "off" from the official spec. Started from the standard 12 hues, with their RGB values manually set to exactly 0, 128, or 255 as appropriate, then brightness and saturation adjusted as needed for each shade band. Black is set at 8 percent (0x141414).
2017-02-06add light_blue to wallmounted paletteVanessa Ezekowitz
2017-02-06Pink/brown color translation tweaksVanessa Ezekowitz
Only perform pink -> light_red and brown -> dark_orange translations if not using the "colorwallmounted" palette.
2017-02-05fix broken check-for-colorableVanessa Ezekowitz
2017-02-04use on_use instead of on_rightclick to apply dyesVanessa Ezekowitz
also add some useful messages if the target was already the same color as the dye, can't be colored, can't take the requested color, etc.
2017-01-30better pink shade in the colorwallmounted paletteVanessa Ezekowitz
(now it's standard web pink, but shifted 15 degrees toward red and saturation maxed out)