Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-28 | remove some debug statements | Vanessa Ezekowitz | |
2017-01-28 | add API option for "colorwallmounted" paramtype2 | Vanessa Ezekowitz | |
(pass "wallmounted" to the "is_color_fdir" field where needed) Comes with an abridged, 32-color version of the master palette, containing Red, Orange, Yellow, Green, Cyan, Blue, Violet, and Magenta, in three shades each, plus the usual black/three greys/white, plus pink and brown in two of the extrs spaces. | |||
2017-01-28 | only crop the palleteidx if param2 is colorfacedir | Vanessa Ezekowitz | |
(prevent a potential bug later: some day, maybe there will be more than 89 colors in UD) | |||
2017-01-28 | colorfdir -> is_color_fdir | Vanessa Ezekowitz | |
(preparing for later inclusion of some kind of wallmounted palette) | |||
2017-01-28 | fix a couple more missing aliases | Vanessa Ezekowitz | |
2017-01-28 | fix several dye-handling bugs | Vanessa Ezekowitz | |
2017-01-28 | API CHANGE: after_dig_node instead of on_destruct | Vanessa Ezekowitz | |
This also fixes the case where digging a block just drops the dye on the ground instead of putting it in the player's inv. | |||
2017-01-28 | fix facedir not being set when simple node placement fall-through is called | Vanessa Ezekowitz | |
2017-01-26 | fix wrong param2 setting | Vanessa Ezekowitz | |
2017-01-26 | handle both cases of nodes being set with facedir | Vanessa Ezekowitz | |
2017-01-26 | remove debug statements | Vanessa Ezekowitz | |
2017-01-26 | improve handling of greyscale in get-hsv function | Vanessa Ezekowitz | |
2017-01-26 | add an alternate "find HSV" function. | Vanessa Ezekowitz | |
Note that if the result is greyscale, the name ("black", "grey", ...) is returned in the "hue" field, sat is empty string, and val is "light", "dark", or empty string. | |||
2017-01-26 | handle a few more color-to-grey and grey-to-color cases | Vanessa Ezekowitz | |
2017-01-26 | Just do the node's color search manually | Vanessa Ezekowitz | |
(to handle cases where the node has more than just the standard-format nodename:[shade_]hue[_s50] naming, e.g. stairsplus nodes like: nodename:stair_[shade_]hue[_s50][_some_extra_details] | |||
2017-01-26 | handle special cases for greyscale dyes and unpainted nodes | Vanessa Ezekowitz | |
2017-01-26 | rework how split palettes are handled | Vanessa Ezekowitz | |
2017-01-25 | add "split" palette for mods that need facedir + param2 color | Vanessa Ezekowitz | |
2017-01-25 | only allow placing the wielded thing if it's actually a node | Vanessa Ezekowitz | |
2017-01-25 | add a few missing aliases | Vanessa Ezekowitz | |
2017-01-25 | Add some helper functions to support the new param2-style coloring | Vanessa Ezekowitz | |
Most of the code came from cheapie's plasticbox mod | |||
2014-12-27 | use current intllib API | Vanessa Ezekowitz | |
2014-03-20 | add support for intllib translation mod | Xanthin | |
2013-12-15 | local-ize a few variables/tables | Vanessa Ezekowitz | |
2013-08-11 | fix brain-o (copy&paste error) in groups for light grey | Vanessa Ezekowitz | |
2013-07-21 | removed all dye colors from the creative inventory, to reduce clutter. | Vanessa Ezekowitz | |
2013-04-30 | Removed "Full" from descriptions - it's redundant if everything else says | Vanessa Ezekowitz | |
"light", "medium", or "dark". | |||
2013-04-30 | Refactored the code to use default "common" dyes | Vanessa Ezekowitz | |
rather than directly from flowers. This mod now depends on "default" and "dye" from the Minetest common sub-game. Since the default dye mod uses default flowers, this mod no longer checks for what version of flowers you're using, or even depends on it. Bottle-based textures have been replaced with piles of dye powder, based on the default red dye texture. All dyes are obtained by crafting, not cooking, for consistency with the default dye mod. The somewhat-complicated method using separate "pigment" powders, glass bottles and "liquid dye base" has been done away with. Now it's just dry dye powders, as with the default dye mod. Also, got rid of the whole paint scheme, in favor of dry powders. All old dyes, paints, and Unified Dyes pigment powders have been aliased back to the standard dye powders. | |||
2013-02-07 | Added licensing information headers and LICENSE file. | Vanessa Ezekowitz | |
2013-01-30 | fixed missing replacements for white paint -> empty bucket | Vanessa Ezekowitz | |
when crafting light colors. | |||
2012-08-19 | fixed incorrect groups setting for blue dye. | Vanessa Ezekowitz | |
2012-08-05 | forgot to add in the recipes to make blue and violet dyes after adding the | Vanessa Ezekowitz | |
special case for the existence of geraniums. | |||
2012-08-01 | Added a "version" check for the flowers dependency: | Vanessa Ezekowitz | |
If the flowers mod defines "flowers:flower_geranium" (as is the case with my update of 2012-08-01), then those will be used to get blue pigment powder, and violas will produce violet powder, both of which can be directly used to create their respective liquid dye colors. If it is not defined (e.g. the user has an older version of the flowers mod), then violas produce blue dye powder. Violet dye can still be formed by mixing blue and magenta or blue and red dyes, as before. | |||
2012-07-31 | Changed glass bottle recycling so that it uses the vessel mod's "glass | Vanessa Ezekowitz | |
fragments" in the process instead of direct-to-glass-blocks. | |||
2012-07-26 | Reworked unifiedyes to use my vessels mod | Vanessa Ezekowitz | |
2012-07-25 | moved groups setting for black to the dye instead of the carbon black powder. | Vanessa Ezekowitz | |
2012-07-25 | Replaced missing craftitem entries and got rid of some redundant code | Vanessa Ezekowitz | |
left over from last update. Added group settings for all dyes according to recently-published standard. Fixed a few typos in item descriptions, and straightened up capitalization. | |||
2012-07-24 | Changes how glass bottles work and are made. | Vanessa Ezekowitz | |
Now, you craft 5 glass blocks in a U shape, which gives 15 bottles. Use 6 plus jungle grass and water bucket to get 6 dye base, craft three to get back a glass block. | |||
2012-07-24 | Added some extra steps in the dye-making process (increases difficulty). | Vanessa Ezekowitz | |
2012-07-16 | Added a new set of colors: "light" (brightness turned up to 150% over the | Vanessa Ezekowitz | |
full/base colors - no low-saturation versions here). Re-generated all of the dyes using my gentextures.sh script, to keep them consistent. Re-added the gentextures script to this mod, it's too useful not to include it. | |||
2012-07-13 | fixed some missing commas caused byt he previous groups= change. | Vanessa Ezekowitz | |
2012-07-12 | Added groups = {dyes=1}, to all register_craftitem calls, to make it | Vanessa Ezekowitz | |
easier for worlflow's palette/easel mod to categorize the dyes. | |||
2012-07-12 | first commit | Vanessa Ezekowitz | |