Age | Commit message (Collapse) | Author |
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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)
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(with button to toggle between that mode and show-all)
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also check for ud_param2_colorable before proceeding to airbrush
also handle new -> old color names in split palette switching
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if no color is selected, if any
if no painting-with and no selected, shows a "?"
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(since it now shows the selected color instead of an empty box)
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also prints a warning if the user clicked "Accept" without a color selected
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or show a "?" when a color hasn't been chosen
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(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)
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instead of crashing if they have no color set :-)
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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
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(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.
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using a tool, the airbrush, for the job
point at air/nothing and punch while wielding the airbrush
to open the color selection form.
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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()
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add some corresponding ones (unifieddyes:* vs. dye:*)
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(was applied to dye items, obsolete now)
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(don't split a digged node into neutral+dye)
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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.
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(fixes #13)
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Replace deprecated 'setting_getbool' with 'settings:get_bool'
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also add a message in the chat when auto-color is activated, and with what.
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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.
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