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2018-09-08dim-out the user's color choice in the color selectorVanessa Dannenberg
and reject it on clicking "Accept", if they went to "Show All" to select a color, but then went back to "Show Avail" before clicking Accept. (i.e. only accept what's shown as available to click on)
2018-09-08moved the formspec code for the colored squares to its own functionVanessa Dannenberg
2018-09-08make airbrush show only the colors the right-clicked node can useVanessa Dannenberg
(with button to toggle between that mode and show-all)
2018-08-28fix typoVanessa Dannenberg
2018-08-28handle special case of split palette with full colors in node nameVanessa Dannenberg
also check for ud_param2_colorable before proceeding to airbrush also handle new -> old color names in split palette switching
2018-08-27show the player's current painting-with color,Vanessa Dannenberg
if no color is selected, if any if no painting-with and no selected, shows a "?"
2018-08-27show the "your selection" legend in creative modeVanessa Dannenberg
(since it now shows the selected color instead of an empty box)
2018-08-27better handling of exiting the color selector formVanessa Dannenberg
also prints a warning if the user clicked "Accept" without a color selected
2018-08-27make "Your selection" legend show your selected colorVanessa Dannenberg
or show a "?" when a color hasn't been chosen
2018-08-27fix broken re-painting of nodes using the split palettesVanessa Dannenberg
(broken in multiple places....oy.) also, fix wrong light green shade in colorwallmounted palette also, fixed many wrong/missing aliases and translations between old and current colors (i.e. aqua<->spring, skyblue<->azure, redviolet<->rose)
2018-08-27don't try to match last_color to registered_items table, that breaks aliasesVanessa Dannenberg
2018-08-26tweak switching-to msgVanessa Dannenberg
2018-08-26add "***" to all other warning/info msgsVanessa Dannenberg
2018-08-26warn the user to open the color selectorVanessa Dannenberg
instead of crashing if they have no color set :-)
2018-08-26remove "already that color" chat msg (some found it annoying)Vanessa Dannenberg
2018-08-26use right-click (on any random node) to open the color selectorVanessa Dannenberg
experimental code to read the param2 of a node and make a dye out of it used by airbrush, shift-right-click to change to that color
2018-08-26use shift-right-click for color select formVanessa Dannenberg
(instead of punch or shift-punch) Must be pointing at a node, doesn't matter what it is, but with a range of 12, it's hard not to.
2018-08-26respect protectionVanessa Dannenberg
2018-08-26add recipe for airbrushVanessa Dannenberg
2018-08-26allow shift-punch for airbrush formVanessa Dannenberg
2018-08-26allow replacement nodes during airbrushingVanessa Dannenberg
2018-08-26new punch-to-colorize schemeVanessa Dannenberg
using a tool, the airbrush, for the job point at air/nothing and punch while wielding the airbrush to open the color selection form.
2018-08-26better handling of the register_on_placenode rotation fixVanessa Dannenberg
2018-08-25minor changes to colorwallmounted paletteVanessa Dannenberg
got rid of the separate brown swatch in the colorwallmounted palette, as it was being bypassed by the brown-> medium orange translation -- replaced it with light green. fixed missing colorwallmounted light blue/azure check-and-return in get_paletteidx()
2018-08-25fix some broken aliases,Vanessa Dannenberg
add some corresponding ones (unifieddyes:* vs. dye:*)
2018-08-24workaround for placing nodes with no color info in itemstackVanessa Dannenberg
2018-08-24remove the old obsolete on_use stuffVanessa Dannenberg
(was applied to dye items, obsolete now)
2018-08-22remove debug printsVanessa Dannenberg
2018-08-22forgot to add pink to craft helperVanessa Dannenberg
2018-08-22proper handling of 89-color "split" palette in craft helperVanessa Dannenberg
2018-08-22preserve color bits in rotation fixup callsVanessa Dannenberg
2018-08-22remove debug printsVanessa Dannenberg
2018-08-22fix hue table type for wallmounted in craft helperVanessa Dannenberg
2018-08-21further refine how colored itemstacks workVanessa Dannenberg
2017-06-20separate the make-colored-itemstack code into its own functionVanessa Ezekowitz
2017-06-20disable old after_dig_node() callbacksVanessa Ezekowitz
(don't split a digged node into neutral+dye)
2017-06-20disable auto-coloring code entirelyVanessa Ezekowitz
2017-06-20add helper function for crafting param2-colorized itemsVanessa Ezekowitz
One call registers the full set of 32, 89, or 256 colors. Pass it a recipe of the following general form ```lua unifieddyes.register_color_craft({ output = "mymod:colorized_node", type = <nil or "shapeless"> palette = <see below>, neutral_node = "some_mod:neutral_node", recipe = { <see below> } }) ``` palette may be either "wallmounted" (32 colors), false or omitted entirely (89 colors), or "extended" (256 colors). The recipe section is either a shapeless list, or a standard three-line shaped recipe, same as the regular register_craft() function. The key difference is two placeholder keys that are now supported: * if an item in the recipe is "MAIN_DYE", then Unified Dyes will, with each pass of its registration loop, substitute the actual "dye:foo" craft item in its place which corresponds with the current loop's color. * if an item in the recipe list is "NEUTRAL_NODE", then the value of the "neutral_node" field will be substituted in its place. The expectation here is that the modder probably has some base recipe in mind that, given no dyes, would result in a neutral, uncolored node. This call creates all the recipes that would be needed to craft colored versions of that neutral node either using that base recipe with dye added, or by crafting the neutral node with some dye after the fact.
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'
2017-05-13Replace 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