update areas, basic_signs, street_signs, farming_redo, maptools,

mesecons, moreblocks, moretrees, pipeworks, signs_lib, worldedit
This commit is contained in:
Vanessa Dannenberg 2019-10-03 14:25:32 -04:00
parent 4f31676d8e
commit cbb964381c
117 changed files with 3056 additions and 1631 deletions

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@ -94,9 +94,13 @@ function areas:canInteract(pos, name)
for _, area in pairs(self:getAreasAtPos(pos)) do
if area.owner == name or area.open then
return true
else
owned = true
elseif areas.factions_available and area.faction_open then
local faction_name = factions.get_player_faction(area.owner)
if faction_name ~= nil and faction_name == factions.get_player_faction(name) then
return true
end
end
owned = true
end
return not owned
end

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@ -286,6 +286,30 @@ minetest.register_chatcommand("area_open", {
})
if areas.factions_available then
minetest.register_chatcommand("area_faction_open", {
params = "<ID>",
description = "Toggle an area open/closed for members in your faction.",
func = function(name, param)
local id = tonumber(param)
if not id then
return false, "Invalid usage, see /help area_faction_open."
end
if not areas:isAreaOwner(id, name) then
return false, "Area "..id.." does not exist"
.." or is not owned by you."
end
local open = not areas.areas[id].faction_open
-- Save false as nil to avoid inflating the DB.
areas.areas[id].faction_open = open or nil
areas:save()
return true, ("Area %s for faction members."):format(open and "opened" or "closed")
end
})
end
minetest.register_chatcommand("move_area", {
params = "<ID>",
description = "Move (or resize) an area to the current positions.",

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@ -21,9 +21,13 @@ minetest.register_globalstep(function(dtime)
local areaStrings = {}
for id, area in pairs(areas:getAreasAtPos(pos)) do
table.insert(areaStrings, ("%s [%u] (%s%s)")
local faction_info = area.faction_open and areas.factions_available and
factions.get_player_faction(area.owner)
area.faction_open = faction_info
table.insert(areaStrings, ("%s [%u] (%s%s%s)")
:format(area.name, id, area.owner,
area.open and ":open" or ""))
area.open and ":open" or "",
faction_info and ":"..faction_info or ""))
end
for i, area in pairs(areas:getExternalHudEntries(pos)) do

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@ -4,6 +4,8 @@
areas = {}
areas.factions_available = minetest.global_exists("factions")
areas.adminPrivs = {areas=true}
areas.startTime = os.clock()

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@ -1 +1,2 @@
name = areas
optional_depends = playerfactions

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@ -173,3 +173,11 @@ minetest.register_craft( {
},
})
minetest.register_craft( {
output = "basic_signs:sign_wall_plastic 3",
recipe = {
{ "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" },
{ "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" },
{ "", "default:steel_ingot", "" }
},
})

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@ -9,65 +9,11 @@ dofile(basic_signs.path .. "/crafting.lua")
local S, NS = dofile(basic_signs.path .. "/intllib.lua")
basic_signs.gettext = S
function basic_signs.check_for_floor(pointed_thing)
if pointed_thing.above.x == pointed_thing.under.x
and pointed_thing.above.z == pointed_thing.under.z
and pointed_thing.above.y > pointed_thing.under.y then
return true
end
end
function basic_signs.determine_sign_type(pos, placer, itemstack, pointed_thing)
local playername = placer:get_player_name()
local pt_name = minetest.get_node(pointed_thing.under).name
local node = minetest.get_node(pos) -- since we're in after-place, this will be the wall sign itself
if minetest.is_protected(pointed_thing.under, playername) then
minetest.record_protection_violation(pointed_thing.under, playername)
return itemstack
end
local newparam2 = minetest.dir_to_facedir(placer:get_look_dir())
if minetest.registered_nodes[pt_name] and
minetest.registered_nodes[pt_name].on_rightclick and
not placer:get_player_control().sneak then
return minetest.registered_nodes[pt_name].on_rightclick(pos, node, placer, itemstack, pointed_thing)
elseif signs_lib.check_for_pole(pos, pointed_thing) then
minetest.swap_node(pos, {name = "default:sign_wall_wood_onpole", param2 = node.param2})
elseif signs_lib.check_for_horizontal_pole(pos, pointed_thing) then
minetest.swap_node(pos, {name = "default:sign_wall_wood_onpole_horiz", param2 = node.param2})
elseif signs_lib.check_for_ceiling(pointed_thing) then
minetest.swap_node(pos, {name = "default:sign_wall_wood_hanging", param2 = newparam2})
elseif basic_signs.check_for_floor(pointed_thing) then
minetest.swap_node(pos, {name = "basic_signs:yard_sign", param2 = newparam2})
end
signs_lib.update_sign(pos)
if not creative.is_enabled_for(playername) then
itemstack:take_item()
end
return itemstack
end
local def
local wgroups = table.copy(signs_lib.standard_wood_groups)
wgroups.not_in_creative_inventory = 1
local sgroups = table.copy(signs_lib.standard_steel_groups)
sgroups.not_in_creative_inventory = 1
minetest.override_item("default:sign_wall_wood", {
after_place_node = basic_signs.determine_sign_type
})
signs_lib.register_sign("basic_signs:sign_wall_locked", {
description = S("Locked Sign"),
tiles = {
"basic_signs_sign_wall_locked.png",
"signs_lib_sign_wall_steel_edges.png",
"signs_lib_sign_wall_steel_edges.png"
},
inventory_image = "basic_signs_sign_wall_locked_inv.png",
locked = true,
@ -75,18 +21,22 @@ signs_lib.register_sign("basic_signs:sign_wall_locked", {
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true
allow_onpole_horizontal = true,
allow_yard = true,
})
signs_lib.register_sign("basic_signs:sign_wall_glass", {
description = S("Glass Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
{ name = "basic_signs_sign_wall_glass.png", backface_culling = true},
"basic_signs_sign_wall_glass_edges.png",
"basic_signs_pole_mount_glass.png",
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_glass_inv.png",
default_color = "c",
locked = true,
entity_info = "standard",
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3, oddly_breakable_by_hand = 3},
@ -94,18 +44,22 @@ signs_lib.register_sign("basic_signs:sign_wall_glass", {
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = true,
})
signs_lib.register_sign("basic_signs:sign_wall_obsidian_glass", {
description = S("Obsidian Glass Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
{ name = "basic_signs_sign_wall_obsidian_glass.png", backface_culling = true},
"basic_signs_sign_wall_obsidian_glass_edges.png",
"basic_signs_pole_mount_obsidian_glass.png",
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_obsidian_glass_inv.png",
default_color = "c",
locked = true,
entity_info = "standard",
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3},
@ -113,11 +67,34 @@ signs_lib.register_sign("basic_signs:sign_wall_obsidian_glass", {
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = true,
})
minetest.register_alias("locked_sign:sign_wall_locked", "basic_signs:sign_wall_locked")
signs_lib.register_sign("basic_signs:sign_wall_plastic", {
description = S("Plastic Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
"basic_signs_sign_wall_plastic.png",
"basic_signs_sign_wall_plastic_edges.png",
"basic_signs_pole_mount_plastic.png",
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_plastic_inv.png",
default_color = "0",
entity_info = "standard",
sounds = default.node_sound_leaves_defaults(),
groups = {snappy = 3, flammable = 2},
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = true,
})
-- array : color, translated color, default text color
@ -139,48 +116,33 @@ for i, color in ipairs(sign_colors) do
description = S("Sign (@1, steel)", color[2]),
paramtype2 = "facedir",
selection_box = cbox,
mesh = "signs_lib_standard_wall_sign_facedir.obj",
mesh = "signs_lib_standard_facedir_sign_wall.obj",
tiles = {
"basic_signs_steel_"..color[1]..".png",
"signs_lib_sign_wall_steel_edges.png",
nil,
nil,
"default_steel_block.png"
},
inventory_image = "basic_signs_steel_"..color[1].."_inv.png",
groups = signs_lib.standard_steel_groups,
sounds = signs_lib.standard_steel_sign_sounds,
default_color = color[3],
entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
mesh = "signs_lib_standard_sign_entity_wall.obj",
yaw = signs_lib.standard_yaw
},
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true
allow_onpole_horizontal = true,
allow_yard = true,
})
minetest.register_alias("basic_signs:sign_wall_steel_"..color[1].."_onpole", "basic_signs:sign_steel_"..color[1].."_onpole")
minetest.register_alias("basic_signs:sign_wall_steel_"..color[1].."_onpole_horiz", "basic_signs:sign_steel_"..color[1].."_onpole_horiz")
minetest.register_alias("basic_signs:sign_wall_steel_"..color[1].."_hanging", "basic_signs:sign_steel_"..color[1].."_hanging")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_wall_"..color[1])
minetest.register_alias("signs:sign_wall_"..color[1], "basic_signs:sign_wall_steel_"..color[1])
end
signs_lib.register_sign("basic_signs:yard_sign", {
description = "Wooden yard sign",
paramtype2 = "facedir",
selection_box = signs_lib.make_selection_boxes(35, 34.5, false, 0, -1.25, -19.69, true),
mesh = "basic_signs_yard_sign.obj",
tiles = {
"signs_lib_sign_wall_wooden.png",
"signs_lib_sign_wall_wooden_edges.png",
"default_wood.png"
},
inventory_image = "default_sign_wood.png",
entity_info = {
mesh = "basic_signs_yard_sign_entity.obj",
yaw = signs_lib.standard_yaw
},
groups = wgroups,
drop = "default:sign_wall_wood",
allow_widefont = true
})
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_yard")
minetest.register_alias("signs:sign_yard", "basic_signs:yard_sign")

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@ -27,7 +27,7 @@ local function place_beans(itemstack, placer, pointed_thing, plantname)
-- am I right-clicking on something that has a custom on_place set?
-- thanks to Krock for helping with this issue :)
local def = minetest.registered_nodes[under.name]
if placer and def and def.on_rightclick then
if placer and itemstack and def and def.on_rightclick then
return def.on_rightclick(pt.under, under, placer, itemstack)
end

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@ -21,7 +21,7 @@ local function place_cocoa(itemstack, placer, pointed_thing, plantname)
-- am I right-clicking on something that has a custom on_place set?
-- thanks to Krock for helping with this issue :)
local def = minetest.registered_nodes[under.name]
if placer and def and def.on_rightclick then
if placer and itemstack and def and def.on_rightclick then
return def.on_rightclick(pt.under, under, placer, itemstack)
end

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@ -22,7 +22,7 @@ local function place_grapes(itemstack, placer, pointed_thing, plantname)
-- am I right-clicking on something that has a custom on_place set?
-- thanks to Krock for helping with this issue :)
local def = minetest.registered_nodes[under.name]
if placer and def and def.on_rightclick then
if placer and itemstack and def and def.on_rightclick then
return def.on_rightclick(pt.under, under, placer, itemstack)
end

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@ -421,7 +421,7 @@ function farming.place_seed(itemstack, placer, pointed_thing, plantname)
-- am I right-clicking on something that has a custom on_place set?
-- thanks to Krock for helping with this issue :)
local def = minetest.registered_nodes[under.name]
if placer and def and def.on_rightclick then
if placer and itemstack and def and def.on_rightclick then
return def.on_rightclick(pt.under, under, placer, itemstack)
end

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@ -1,6 +1,6 @@
repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v2.1.0
rev: v2.3.0
hooks:
- id: end-of-file-fixer
- id: trailing-whitespace

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@ -186,19 +186,11 @@ function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
else
newtable[idx] = item
end
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
end
return newtable
return obj
end
function mesecon.cmpAny(t1, t2)

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@ -43,10 +43,16 @@ function mesecon.register_movestone(name, def, is_sticky, is_vertical)
local function movestone_move(pos, node, rulename)
local direction = get_movestone_direction(rulename, is_vertical)
local frontpos = vector.add(pos, direction)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
-- ### Step 1: Push nodes in front ###
local success, stack, oldstack = mesecon.mvps_push(frontpos, direction, max_push)
local success, stack, oldstack = mesecon.mvps_push(frontpos, direction, max_push, owner)
if not success then
if stack == "protected" then
meta:set_string("infotext", "Can't move: protected area on the way")
return
end
minetest.get_node_timer(pos):start(timer_interval)
return
end
@ -54,6 +60,8 @@ function mesecon.register_movestone(name, def, is_sticky, is_vertical)
-- ### Step 2: Move the movestone ###
minetest.set_node(frontpos, node)
local meta2 = minetest.get_meta(frontpos)
meta2:set_string("owner", owner)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
mesecon.on_placenode(frontpos, node)
@ -62,7 +70,7 @@ function mesecon.register_movestone(name, def, is_sticky, is_vertical)
-- ### Step 3: If sticky, pull stack behind ###
if is_sticky then
local backpos = vector.subtract(pos, direction)
success, stack, oldstack = mesecon.mvps_pull_all(backpos, direction, max_pull)
success, stack, oldstack = mesecon.mvps_pull_all(backpos, direction, max_pull, owner)
if success then
mesecon.mvps_move_objects(backpos, vector.multiply(direction, -1), oldstack, -1)
end
@ -83,6 +91,16 @@ function mesecon.register_movestone(name, def, is_sticky, is_vertical)
rules = mesecon.rules.default,
}}
def.after_place_node = mesecon.mvps_set_owner
def.on_punch = function(pos, node, player)
local player_name = player and player.get_player_name and player:get_player_name()
if mesecon.mvps_claim(pos, player_name) then
minetest.get_node_timer(pos):start(timer_interval)
minetest.chat_send_player(player_name, "Reclaimed movestone")
end
end
def.on_timer = function(pos, elapsed)
local sourcepos = mesecon.is_powered(pos)
if not sourcepos then

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@ -133,31 +133,100 @@ function mesecon.mvps_get_stack(pos, dir, maximum, all_pull_sticky)
return nodes
end
function mesecon.mvps_push(pos, dir, maximum)
return mesecon.mvps_push_or_pull(pos, dir, dir, maximum)
function mesecon.mvps_set_owner(pos, placer)
local meta = minetest.get_meta(pos)
local owner = placer and placer.get_player_name and placer:get_player_name()
if owner and owner ~= "" then
meta:set_string("owner", owner)
else
meta:set_string("owner", "$unknown") -- to distinguish from older pistons
end
end
function mesecon.mvps_pull_all(pos, dir, maximum)
return mesecon.mvps_push_or_pull(pos, vector.multiply(dir, -1), dir, maximum, true)
function mesecon.mvps_claim(pos, player_name)
if not player_name or player_name == "" then return end
local meta = minetest.get_meta(pos)
if meta:get_string("infotext") == "" then return end
if meta:get_string("owner") == player_name then return end -- already owned
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "Can't reclaim: protected")
return
end
meta:set_string("owner", player_name)
meta:set_string("infotext", "")
return true
end
function mesecon.mvps_pull_single(pos, dir, maximum)
return mesecon.mvps_push_or_pull(pos, vector.multiply(dir, -1), dir, maximum)
local function add_pos(positions, pos)
local hash = minetest.hash_node_position(pos)
positions[hash] = pos
end
-- pos: pos of mvps; stackdir: direction of building the stack
local function are_protected(positions, player_name)
local mode = mesecon.setting("mvps_protection_mode", "compat")
if mode == "ignore" then
return false
end
local name = player_name
if player_name == "" or not player_name then -- legacy MVPS
if mode == "normal" then
name = "$unknown" -- sentinel, for checking for *any* protection
elseif mode == "compat" then
return false
elseif mode == "restrict" then
return true
else
error("Invalid protection mode")
end
end
local is_protected = minetest.is_protected
for _, pos in pairs(positions) do
if is_protected(pos, name) then
return true
end
end
return false
end
function mesecon.mvps_push(pos, dir, maximum, player_name)
return mesecon.mvps_push_or_pull(pos, dir, dir, maximum, false, player_name)
end
function mesecon.mvps_pull_all(pos, dir, maximum, player_name)
return mesecon.mvps_push_or_pull(pos, vector.multiply(dir, -1), dir, maximum, true, player_name)
end
function mesecon.mvps_pull_single(pos, dir, maximum, player_name)
return mesecon.mvps_push_or_pull(pos, vector.multiply(dir, -1), dir, maximum, false, player_name)
end
-- pos: pos of mvps
-- stackdir: direction of building the stack
-- movedir: direction of actual movement
-- maximum: maximum nodes to be pushed
-- all_pull_sticky: All nodes are sticky in the direction that they are pulled from
function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, all_pull_sticky)
-- player_name: Player responsible for the action.
-- - empty string means legacy MVPS, actual check depends on configuration
-- - "$unknown" is a sentinel for forcing the check
function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, all_pull_sticky, player_name)
local nodes = mesecon.mvps_get_stack(pos, movedir, maximum, all_pull_sticky)
if not nodes then return end
local protection_check_set = {}
if vector.equals(stackdir, movedir) then -- pushing
add_pos(protection_check_set, pos)
end
-- determine if one of the nodes blocks the push / pull
for id, n in ipairs(nodes) do
if mesecon.is_mvps_stopper(n.node, movedir, nodes, id) then
return
end
add_pos(protection_check_set, n.pos)
add_pos(protection_check_set, vector.add(n.pos, movedir))
end
if are_protected(protection_check_set, player_name) then
return false, "protected"
end
-- remove all nodes

View File

@ -86,11 +86,15 @@ local piston_on = function(pos, node)
local pistonspec = get_pistonspec(node.name, "offname")
local dir = vector.multiply(minetest.facedir_to_dir(node.param2), -1)
local pusher_pos = vector.add(pos, dir)
local success, stack, oldstack = mesecon.mvps_push(pusher_pos, dir, max_push)
local meta = minetest.get_meta(pos)
local success, stack, oldstack = mesecon.mvps_push(pusher_pos, dir, max_push, meta:get_string("owner"))
if not success then
if stack == "protected" then
meta:set_string("infotext", "Can't extend: protected area on the way")
end
return
end
minetest.set_node(pos, {param2 = node.param2, name = pistonspec.onname})
minetest.swap_node(pos, {param2 = node.param2, name = pistonspec.onname})
minetest.set_node(pusher_pos, {param2 = node.param2, name = pistonspec.pusher})
minetest.sound_play("piston_extend", {
pos = pos,
@ -103,15 +107,16 @@ end
local function piston_off(pos, node)
local pistonspec = get_pistonspec(node.name, "onname")
minetest.set_node(pos, {param2 = node.param2, name = pistonspec.offname})
piston_remove_pusher(pos, node, not pistonspec.sticky)
minetest.swap_node(pos, {param2 = node.param2, name = pistonspec.offname})
piston_remove_pusher(pos, node, not pistonspec.sticky) -- allow that even in protected area
if not pistonspec.sticky then
return
end
local dir = minetest.facedir_to_dir(node.param2)
local pullpos = vector.add(pos, vector.multiply(dir, -2))
local success, stack, oldstack = mesecon.mvps_pull_single(pullpos, dir, max_pull)
local meta = minetest.get_meta(pos)
local success, stack, oldstack = mesecon.mvps_pull_single(pullpos, dir, max_pull, meta:get_string("owner"))
if success then
mesecon.mvps_move_objects(pullpos, vector.multiply(dir, -1), oldstack, -1)
end
@ -125,6 +130,7 @@ local orientations = {
}
local function piston_orientate(pos, placer)
mesecon.mvps_set_owner(pos, placer)
if not placer then
return
end
@ -237,6 +243,13 @@ local function piston_rotate_pusher(pos, node, player, mode)
return piston_rotate_on(piston_pos, piston_node, player, mode)
end
local function piston_punch(pos, node, player)
local player_name = player and player.get_player_name and player:get_player_name()
if mesecon.mvps_claim(pos, player_name) then
minetest.chat_send_player(player_name, "Reclaimed piston")
end
end
-- Boxes:
@ -279,6 +292,7 @@ minetest.register_node("mesecons_pistons:piston_normal_off", {
action_on = piston_on,
rules = piston_get_rules,
}},
on_punch = piston_punch,
on_rotate = piston_rotate,
on_blast = mesecon.on_blastnode,
})
@ -357,6 +371,7 @@ minetest.register_node("mesecons_pistons:piston_sticky_off", {
action_on = piston_on,
rules = piston_get_rules,
}},
on_punch = piston_punch,
on_rotate = piston_rotate,
on_blast = mesecon.on_blastnode,
})

View File

@ -1,6 +1,6 @@
repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v2.1.0
rev: v2.3.0
hooks:
- id: end-of-file-fixer
- id: trailing-whitespace

View File

@ -1,6 +1,6 @@
repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v2.1.0
rev: v2.3.0
hooks:
- id: end-of-file-fixer
- id: trailing-whitespace

View File

@ -25,12 +25,16 @@ moretrees.enable_beech = false
moretrees.spawn_saplings = true
-- Set this to true to allow defining stairs/slabs/etc. If Moreblocks is
-- installed, this will use that mod's Stairs Plus component. Otherwise, it
-- installed, this will use that mod's Stairs Plus component. Otherwise, it
-- will use the default stairs mod in minetest_game, if present
moretrees.enable_stairs = true
-- Set this to true if you want the plantlike drawtype for leaves, which
-- If this variable is set to true, register fences for moretrees wood
moretrees.enable_fences = false
-- Set this to true if you want the plantlike drawtype for leaves, which
-- improves some peoples' framerates without resorting to making leaf nodes opaque.
-- Affects default leaves and default jungle leaves also.

View File

@ -209,6 +209,41 @@ for i in ipairs(moretrees.treelist) do
end
end
if moretrees.enable_fences then
local planks_name = "moretrees:" .. treename .. "_planks"
local planks_tile = "moretrees_" .. treename .. "_wood.png"
default.register_fence("moretrees:" .. treename .. "_fence", {
description = S(treedesc.." Fence"),
texture = planks_tile,
inventory_image = "default_fence_overlay.png^" .. planks_tile ..
"^default_fence_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_overlay.png^" .. planks_tile ..
"^default_fence_overlay.png^[makealpha:255,126,126",
material = planks_name,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults()
})
default.register_fence_rail("moretrees:" .. treename .. "_fence_rail", {
description = S(treedesc.." Fence Rail"),
texture = planks_tile,
inventory_image = "default_fence_rail_overlay.png^" .. planks_tile ..
"^default_fence_rail_overlay.png^[makealpha:255,126,126",
wield_image = "default_fence_rail_overlay.png^" .. planks_tile ..
"^default_fence_rail_overlay.png^[makealpha:255,126,126",
material = planks_name,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults()
})
if minetest.global_exists("doors") then
doors.register_fencegate("moretrees:" .. treename .. "_gate", {
description = S(treedesc .. " Fence Gate"),
texture = planks_tile,
material = planks_name,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
end
end
end
minetest.register_node("moretrees:"..treename.."_sapling_ongen", {
@ -360,6 +395,7 @@ end
-- we need our own copy of that node, which moretrees will match against.
local jungle_tree = table.copy(minetest.registered_nodes["default:jungletree"])
jungle_tree.drop = "default:jungletree"
minetest.register_node("moretrees:jungletree_trunk", jungle_tree)
default.register_leafdecay({

View File

@ -4,3 +4,4 @@ screwdriver
mesecons?
mesecons_mvps?
digilines?
signs_lib?

View File

@ -142,7 +142,7 @@ for s in ipairs(states) do
paramtype = "light",
paramtype2 = "facedir",
groups = dgroups,
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { top = 1 },
after_place_node = function(pos)
@ -194,7 +194,7 @@ for s in ipairs(states) do
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
groups = dgroups,
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -240,7 +240,7 @@ minetest.register_node(nodename_valve_loaded, {
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -289,7 +289,7 @@ minetest.register_node("pipeworks:grating", {
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { top = 1 },
after_place_node = function(pos)
@ -313,7 +313,7 @@ minetest.register_node(nodename_spigot_empty, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { left=1, right=1, front=1, back=1,
left_param2 = 3, right_param2 = 1, front_param2 = 2, back_param2 = 0 },
@ -355,7 +355,7 @@ minetest.register_node(nodename_spigot_loaded, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { left=1, right=1, front=1, back=1,
left_param2 = 3, right_param2 = 1, front_param2 = 2, back_param2 = 0 },
@ -409,7 +409,7 @@ minetest.register_node(nodename_panel_empty, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -429,7 +429,7 @@ minetest.register_node(nodename_panel_loaded, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -456,7 +456,7 @@ minetest.register_node(nodename_sensor_empty, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -495,7 +495,7 @@ minetest.register_node(nodename_sensor_loaded, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -560,7 +560,7 @@ for fill = 0, 10 do
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, tankfill=fill+1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
drop = "pipeworks:storage_tank_0",
pipe_connections = { top = 1, bottom = 1},
@ -588,7 +588,7 @@ for fill = 0, 10 do
paramtype = "light",
paramtype2 = "facedir",
groups = sgroups,
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
drop = "pipeworks:storage_tank_0",
pipe_connections = { top = 1, bottom = 1},
@ -614,7 +614,7 @@ minetest.register_node(nodename_fountain_empty, {
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { bottom = 1 },
after_place_node = function(pos)
@ -648,7 +648,7 @@ minetest.register_node(nodename_fountain_loaded, {
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
pipe_connections = { bottom = 1 },
after_place_node = function(pos)
@ -698,7 +698,7 @@ minetest.register_node(nodename_sp_empty, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -706,7 +706,9 @@ minetest.register_node(nodename_sp_empty, {
end,
selection_box = sp_cbox,
collision_box = sp_cbox,
on_rotate = pipeworks.fix_after_rotation
on_rotate = pipeworks.fix_after_rotation,
check_for_pole = pipeworks.check_for_vert_pipe,
check_for_horiz_pole = pipeworks.check_for_horiz_pipe
})
local nodename_sp_loaded = "pipeworks:straight_pipe_loaded"
@ -718,7 +720,7 @@ minetest.register_node(nodename_sp_loaded, {
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
@ -727,7 +729,9 @@ minetest.register_node(nodename_sp_loaded, {
selection_box = sp_cbox,
collision_box = sp_cbox,
drop = "pipeworks:straight_pipe_empty",
on_rotate = pipeworks.fix_after_rotation
on_rotate = pipeworks.fix_after_rotation,
check_for_pole = pipeworks.check_for_vert_pipe,
check_for_horiz_pole = pipeworks.check_for_horiz_pipe
})
new_flow_logic_register.directional_horizonal_rotate(nodename_sp_empty, true)

View File

@ -102,6 +102,10 @@ if pipeworks.toggles.finite_water == nil then
dofile(pipeworks.modpath.."/autodetect-finite-water.lua")
end
if minetest.get_modpath("signs_lib") then
dofile(pipeworks.modpath.."/signs_compat.lua")
end
dofile(pipeworks.modpath.."/common.lua")
dofile(pipeworks.modpath.."/models.lua")
dofile(pipeworks.modpath.."/autoplace_pipes.lua")

View File

@ -73,7 +73,7 @@ for index, connects in ipairs(cconnects) do
fixed = outsel
},
groups = pgroups,
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
drop = "pipeworks:pipe_1_empty",
after_place_node = function(pos)
@ -82,7 +82,10 @@ for index, connects in ipairs(cconnects) do
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_rotate = false
on_rotate = false,
check_for_pole = pipeworks.check_for_vert_pipe,
check_for_horiz_pole = pipeworks.check_for_horiz_pipe,
pipenumber = index
})
local pgroups = {snappy = 3, pipe = 1, not_in_creative_inventory = 1}
@ -104,7 +107,7 @@ for index, connects in ipairs(cconnects) do
fixed = outsel
},
groups = pgroups,
sounds = default.node_sound_wood_defaults(),
sounds = default.node_sound_metal_defaults(),
walkable = true,
drop = "pipeworks:pipe_1_empty",
after_place_node = function(pos)
@ -114,7 +117,10 @@ for index, connects in ipairs(cconnects) do
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_rotate = false
on_rotate = false,
check_for_pole = pipeworks.check_for_vert_pipe,
check_for_horiz_pole = pipeworks.check_for_horiz_pipe,
pipenumber = index
})
local emptypipe = "pipeworks:pipe_"..index.."_empty"

View File

@ -162,6 +162,8 @@ if pipeworks.enable_one_way_tube then
after_place_node = pipeworks.after_place,
after_dig_node = pipeworks.after_dig,
on_rotate = pipeworks.on_rotate,
check_for_pole = pipeworks.check_for_vert_tube,
check_for_horiz_pole = pipeworks.check_for_horiz_tube
})
minetest.register_craft({
output = "pipeworks:one_way_tube 2",

227
pipeworks/signs_compat.lua Normal file
View File

@ -0,0 +1,227 @@
-- This file adds placement rules for signs_lib, if present
local spv = {
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[13] = true,
[15] = true,
[17] = true,
[19] = true
}
local sphns = {
[1] = true,
[3] = true,
[5] = true,
[7] = true,
[9] = true,
[11] = true,
[21] = true,
[23] = true
}
local sphew = {
[0] = true,
[2] = true,
[12] = true,
[14] = true,
[16] = true,
[18] = true,
[20] = true,
[22] = true
}
local owtv = {
[5] = true,
[7] = true,
[9] = true,
[11] = true,
[12] = true,
[14] = true,
[16] = true,
[18] = true
}
local owtns = {
[0] = true,
[2] = true,
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[20] = true,
[22] = true
}
local owtew = {
[1] = true,
[3] = true,
[13] = true,
[15] = true,
[17] = true,
[19] = true,
[21] = true,
[23] = true
}
local vert_n = {
[3] = {[5] = true},
[6] = {[9] = true, [12] = true, [16] = true},
[7] = {[9] = true, [11] = true},
}
local vert_e = {
[3] = {[5] = true},
[6] = {[5] = true, [9] = true, [16] = true},
[7] = {[7] = true, [11] = true},
}
local vert_s = {
[3] = {[5] = true},
[6] = {[5] = true, [12] = true, [16] = true},
[7] = {[5] = true, [7] = true},
}
local vert_w = {
[3] = {[5] = true},
[6] = {[5] = true, [9] = true, [12] = true},
[7] = {[5] = true, [9] = true},
}
local horiz_n = {
[3] = {[0] = true},
[6] = {[0] = true, [4] = true, [20] = true},
[7] = {[2] = true, [10] = true},
[8] = {[0] = true},
[9] = {[2] = true},
}
local horiz_e = {
[3] = {[1] = true},
[6] = {[1] = true, [17] = true, [21] = true},
[7] = {[3] = true, [19] = true},
[8] = {[1] = true},
[9] = {[3] = true},
}
local horiz_s = {
[3] = {[0] = true},
[6] = {[0] = true, [8] = true, [20] = true},
[7] = {[0] = true, [4] = true},
[8] = {[0] = true},
[9] = {[0] = true},
}
local horiz_w = {
[3] = {[1] = true},
[6] = {[1] = true, [13] = true, [21] = true},
[7] = {[1] = true, [13] = true},
[8] = {[1] = true},
[9] = {[1] = true},
}
local function get_sign_dir(node, def)
if (node.param2 == 4 and def.paramtype2 == "wallmounted")
or (node.param2 == 0 and def.paramtype2 ~= "wallmounted") then
return {["N"] = true}
elseif (node.param2 == 2 and def.paramtype2 == "wallmounted")
or (node.param2 == 1 and def.paramtype2 ~= "wallmounted") then
return {["E"] = true}
elseif (node.param2 == 5 and def.paramtype2 == "wallmounted")
or (node.param2 == 2 and def.paramtype2 ~= "wallmounted") then
return {["S"] = true}
elseif node.param2 == 3 then
return {["W"] = true}
end
return {}
end
-- pipes
function pipeworks.check_for_vert_pipe(pos, node, def, ppos, pnode, pdef)
local signdir = get_sign_dir(node, def)
local pipenumber = pdef.pipenumber
local pipedir = pnode.param2
if string.find(pnode.name, "straight_pipe") and spv[pipedir] then
return true
elseif signdir["N"] and vert_n[pipenumber] and vert_n[pipenumber][pipedir] then
return true
elseif signdir["E"] and vert_e[pipenumber] and vert_e[pipenumber][pipedir] then
return true
elseif signdir["S"] and vert_s[pipenumber] and vert_s[pipenumber][pipedir] then
return true
elseif signdir["W"] and vert_w[pipenumber] and vert_w[pipenumber][pipedir] then
return true
end
end
function pipeworks.check_for_horiz_pipe(pos, node, def, ppos, pnode, pdef)
local signdir = get_sign_dir(node, def)
local pipenumber = pdef.pipenumber
local pipedir = pnode.param2
if string.find(pnode.name, "straight_pipe") then
if (signdir["N"] or signdir["S"]) and sphns[pipedir] then
return true
elseif (signdir["E"] or signdir["W"]) and sphew[pipedir] then
return true
end
elseif signdir["N"] and horiz_n[pipenumber] and horiz_n[pipenumber][pipedir] then
return true
elseif signdir["E"] and horiz_e[pipenumber] and horiz_e[pipenumber][pipedir] then
return true
elseif signdir["S"] and horiz_s[pipenumber] and horiz_s[pipenumber][pipedir] then
return true
elseif signdir["W"] and horiz_w[pipenumber] and horiz_w[pipenumber][pipedir] then
return true
end
end
-- tubes
function pipeworks.check_for_vert_tube(pos, node, def, ppos, pnode, pdef)
local signdir = get_sign_dir(node, def)
local tubenumber = pdef.tubenumber
local tubedir = pnode.param2
if pnode.name == "pipeworks:one_way_tube" and owtv[tubedir] then
return true
elseif tubenumber == 2 and (tubedir == 5 or tubedir == 7) then -- it's a stub pointing up or down
return true
elseif signdir["N"] and vert_n[tubenumber] and vert_n[tubenumber][tubedir] then
return true
elseif signdir["E"] and vert_e[tubenumber] and vert_e[tubenumber][tubedir] then
return true
elseif signdir["S"] and vert_s[tubenumber] and vert_s[tubenumber][tubedir] then
return true
elseif signdir["W"] and vert_w[tubenumber] and vert_w[tubenumber][tubedir] then
return true
end
end
function pipeworks.check_for_horiz_tube(pos, node, def, ppos, pnode, pdef)
local signdir = get_sign_dir(node, def)
local tubenumber = pdef.tubenumber
local tubedir = pnode.param2
if tubenumber == 2 then -- it'a a stub pointing sideways
if (tubedir == 0 or tubedir == 2) and (signdir["N"] or signdir["S"]) then
return true
elseif (tubedir == 1 or tubedir == 3) and (signdir["E"] or signdir["W"]) then
return true
end
elseif pnode.name == "pipeworks:one_way_tube" then
if (signdir["N"] or signdir["S"]) and owtns[tubedir] then
return true
elseif (signdir["E"] or signdir["W"]) and owtew[tubedir] then
return true
end
elseif signdir["N"] and horiz_n[tubenumber] and horiz_n[tubenumber][tubedir] then
return true
elseif signdir["E"] and horiz_e[tubenumber] and horiz_e[tubenumber][tubedir] then
return true
elseif signdir["S"] and horiz_s[tubenumber] and horiz_s[tubenumber][tubedir] then
return true
elseif signdir["W"] and horiz_w[tubenumber] and horiz_w[tubenumber][tubedir] then
return true
end
end

View File

@ -116,7 +116,10 @@ local register_one_tube = function(name, tname, dropname, desc, plain, noctrs, e
end
minetest.swap_node(pos, {name = "pipeworks:broken_tube_1"})
pipeworks.scan_for_tube_objects(pos)
end
end,
check_for_pole = pipeworks.check_for_vert_tube,
check_for_horiz_pole = pipeworks.check_for_horiz_tube,
tubenumber = tonumber(tname)
}
if style == "6d" then
nodedef.paramtype2 = "facedir"

367
signs_lib/API.md Normal file
View File

@ -0,0 +1,367 @@
# Signs_lib API
In this text, common terms such as `pos`, `node`, or `placer`/`digger` will not be explained unless they have a different meaning than what's usually used in Minetest mods. See [minetest/doc/lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) for details on these and other common terms, if necessary. Similarly, common shorthand such as `int`, `float`, etc. should require no explanation.
## Registering a sign
* `signs_lib.register_sign(nodename, def)`
To put it simply, where you'd have used `minetest.register_node()` before, just replace it with this call. The syntax is identical, and in general, all settings/items allowed there are allowed here as well. Anything that `signs_lib` doesn't need to override or alter will be passed straight through to `register_node()`, unchanged (such as `description`, `tiles`, or `inventory_image`).
The supplied node name will be prepended with ":", so that any mod can register signs under any other mod's namespace, if desired.
Many items have default settings applied when omitted, most of which would produce something equivalent to "default:sign_wall_wood" if enough other node defintion settings were to be included.
* `drawtype = "string"`
Default: "mesh"
* `tiles = {table}`
Since this is a sign-specific library, this parameter behaves rather different from what you would normally use in `minetest.register_node()`. The first two entries are mandatory. The third, fourth and fifth entries are optional, depending on which mounting styles are enabled for a given node.
* entry 1: the front and back of the sign.
* entry 2: the sides/edges
* entry 3: texture for the pole mount. If unspecified, the standard pole mount image is used, if needed.
* entry 4: texture for the hanging part. If unspecified, the standard hanging chains image is used, if needed.
* entry 5: texture for the yard sign stick. If unspecified, "default_wood.png" is used, if needed.
* entry 6: ignored.
* `mesh = "string"`
Default: "signs_lib_standard_wall_sign.obj".
* `paramtype = "string"`
Default: "light"
* `paramtype2 = "string"`
As with any other node, this determines how param2 is interpreted. Since these are signs, only two modes make sense: "wallmounted" and "facedir". Any other string is the same as "facedir".
Default: "wallmounted"
* `wield_image = "string"`
Default: whatever the `inventory_image` is set to (if anything).
* `selection_box = {table}`
Works the same as usual. A helper function exists to create boxes by specifying only and X/Y size and offset:
`signs_lib.make_selection_boxes()` (see below).
* `groups = {table}`
Sets the sign's groups, as usual. In addition to whatever arbitrary groups you may have in mind, there are two presets available (both of which have `attached_node` removed, and `sign = 1` added):
* `signs_lib.standard_wood_groups`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_groups`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_groups`
* `sounds = something`
Sets the sign's sound profile, as usual. In addition to whatever sound profile you may have in mind, there are two presets available:
* `signs_lib.standard_wood_sign_sounds`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_sign_sounds`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_sign_sounds`
* `drop = something`
Default: inherited from the `nodename` argument given to `signs_lib.register_sign()`
* `after_place_node = function(pos, placer, itemstack, pointed_thing, locked)`
See below under "Main functions".
Default: `signs_lib.after_place_node`
* `on_rightclick = function(pos)`
See below under "Main functions".
Default: `signs_lib.construct_sign`
* `on_construct = function(pos)`
See below under "Main functions".
Default: `signs_lib.construct_sign`
* `on_destruct = function(pos)`
See below under "Main functions".
Default: `signs_lib.destruct_sign`
* `on_receive_fields = function(pos, formname, fields, sender)`
See below under "Main functions".
Default: `signs_lib.receive_fields`
* `on_punch = function(pos)`
See below under "Main functions".
Default: `signs_lib.update_sign`
* `onpole_mesh = "string"`
* `hanging_mesh = "string"`
* `yard_mesh = "string"`
If your node needs a custom model for its on-pole, hanging, and/or yard variants, specify them here, as needed. The materials and textures behave the same on these as on other sign models. All sign model filenames are still derived from the base sign model, when not overridden here (so these can be totally arbitrary filenames).
Defaults: the normal "_onpole", "_hanging", or "_yard" version of the model specified by `mesh`.
* `selection_box = {table}`
* `node_box = {table}`
As usual, the former sets the sign's selection box, while the latter sets its collision information (since signs use model meshes). At the very least, you'll want to specify `selection_box`. If the sign node is in "wallmounted" mode, this must contain proper `wall_top`, `wall_side`, and `wall_bottom` entries, as one normally uses with such nodes. Signs that use "facedir" mode just need the usual `fixed` setting.
Defaults: `selection_box` is a box that fits the standard wall sign, if not specified. `node_box` takes on the value given to `selection_box`, if not specified (or the standard wall sign setting, if neither is present).
* `onpole_selection_box = {table}`
* `hanging_selection_box = {table}`
* `yard_selection_box = {table}`
* `onpole_node_box = {table}`
* `hanging_node_box = {table}`
* `yard_node_box = {table}`
If your node needs special handling for its onpole-, hanging-, or yard-mode selection boxes or for their collision info (which `signs_lib` always uses the node's `node_box` item for), you can specify them here. Same syntax as the regular `selection_box` setting.
Defaults: whatever the `selection_box` and `node_box` entries are set to.
* `default_color = "string"`
Sets the default text color for this sign, in hexadecimal (one digit, lowercase), from the standard Linux/IRC/CGA color palette. Same as the colors shown in the sign's formspec.
Default: "0" (black)
* `number_of_lines = int`
Just what it says on the tin. How many lines you can fit will vary with overall sign node size, font size, scaling, line spacing, etc.
Default: 6
* `horiz_scaling = float`
* `vert_scaling = float`
Scaling factor applied to the entity texture horizontal or vertical resolution. Larger values increase the resolution. Since a given sign's entity is always displayed at a fixed visual scale, increasing these squeezes more pixels into the same space, making the text appear narrower or shorter. Increasing `vert_scaling` also increases the number of lines of text the sign will hold.
Defaults: 1.0 for both
* `line_spacing = int`
Number of blank pixels to add between lines.
Default: 1
* `font_size = int`
Selects which font to use, either 15 or 31 (pixel height). This setting directly affects the sign's vertical resolution.
Default: 15
* `x_offset = int`
* `y_offset = int`
Starting X and Y position in pixels, relative to the text entity UV map upper-left corner.
Defaults: 4 for X, 0 for Y
* `chars_per_line = int`
Approximate number of characters that should fit on a line. This, the selected font's average character width, and the `horiz_scaling` together set the horizontal resolution of the text entity's texture.
Default: 35
* `entity_info = something`
Describes the entity model and yaw table to use. May be one of:
* A table specifying the two settings directly, such as:
```lua
entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
yaw = signs_lib.wallmounted_yaw
}
```
* `signs_lib.standard_yaw` is also available as a yaw preset, if desired.
* a string reading "standard", which tells `signs_lib` to use the standard wood/steel sign model, in wallmounted mode. Equivalent to the example above.
* nothing at all: if omitted, the sign will not have a formspec, basically all text-related settings will be ignored and/or omitted entirely, and no entity will be spawned for this sign, thus the sign will not be writable. This is the default, and is of course what one would want for any sign that's just an image wrapped around a model, as in most of the signs in [my street signs mod](https://forum.minetest.net/viewtopic.php?t=20866).
Default: **nil**
* `allow_hanging = bool`
* `allow_onpole = bool`
* `allow_onpole_horizontal = bool`
* `allow_yard = bool`
If **true**, these allow the registration function to create versions of the initial, base sign node that either hang from the ceiling, are mounted on a vertical pole/post, are mounted on a horizontal pole, or are free-standing, on a small stick. Their node names will be the same as the base wall sign node, except with "_hanging", "_onpole", "_onpole_horiz", or "_yard", respectively, appended to the end of the node name. If the base node name has "_wall" in it, that bit is deleted before appending the above.
These options are independent of one another.
Defaults: all **nil**
* `allow_widefont = bool`
Just what it says on the tin. If enabled, the formspec will have a little "on/off switch" left of the "Write" button, to select the font width.
Default: **nil**
* `locked = bool`
Sets this sign to be locked/owned, like the original default steel wall sign.
Default: **nil**
### Example sign definition:
```lua
signs_lib.register_sign("basic_signs:sign_wall_glass", {
description = S("Glass Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
{ name = "basic_signs_sign_wall_glass.png", backface_culling = true},
"basic_signs_sign_wall_glass_edges.png",
"basic_signs_pole_mount_glass.png",
nil,
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_glass_inv.png",
default_color = "c",
locked = true,
entity_info = "standard",
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3, oddly_breakable_by_hand = 3},
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = true,
})
```
### Main functions used within a sign definition
* `signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locked)`
Determines if the `pointed_thing` is a wall, floor, ceiling, or pole/post, and swaps the placed sign for the correct model.
* `locked`: if set to **true**, the sign's meta will be tweaked to indicate its ownership by the `placer`.
* `signs_lib.construct_sign(pos)`
Sets up the sign's formspec and infotext overlay.
* `signs_lib.destruct_sign(pos)`
Deletes the sign's entity, if any, when the sign is dug.
* `signs_lib.receive_fields(pos, formname, fields, sender)`
This handles the text input and wide font on/off switch, logging any actions the user takes. Bails-out silently if the user is not allowed to edit the sign. See the standard Minetest lua_api.txt for details.
* `signs_lib.update_sign(pos, fields)`
If the sign's writable, this deletes any sign-related entities in the sign's node space, spawns a new one, and renders whatever text is in the sign's meta.
* `signs_lib.can_modify(pos, player)`
Returns **true** if the player is allowed to dig, edit, or change the font width of the sign.
* `signs_lib.handle_rotation(pos, node, player, mode)`
Just what it says on the tin. Limits the sign's rotation as needed (for example, a sign on a horizontal pole can only flip from one side to the other).
* `mode`: the screwdriver's mode, as passed from the screwdriver mod.
Returns **false** if the user tried to right-click with the screwdriver, **true** otherwise.
* `signs_lib.make_selection_boxes(x_size, y_size, foo, x_offset, y_offset, z_offset, is_facedir)`
* `x_size`/`y_size`: dimensions in inches. One node is 39.37 inches on a side. This function uses inches instead of metric because it started out as a selection box maker for [MUTCD-2009](https://mutcd.fhwa.dot.gov/pdfs/2009r1r2/mutcd2009r1r2edition.pdf)-compliant signs, which are measured in inches.
* `x_offset`/`y_offset`/`z_offset`: shift the selection box (inches, defaults to centered, with the back face flush with the back of the node).
* `is_facedir`: if unset, the selection boxes will be created with the assumption that `paramtype2 = "wallmounted"` mode is set on the node the box will be used on. Any other value creates a selection box for "facedir" mode.
* `foo` is ignored (leftover from an argument that's long since been rendered obsolete.
Returns a table suitable for the `selection_box` node definition entry.
#### Helper functions
You probably won't need to call any of these directly.
* `signs_lib.read_image_size(filename)`
Returns width and height of the indicated PNG file (return values will be gibberish if it isn't a PNG).
* `signs_lib.split_lines_and_words(text)`
Just what it says on the tin.
Returns a table of lines, each line entry being a table of words.
* `signs_lib.delete_objects(pos)`
Deletes all entities within the node space given by `pos`.
* `signs_lib.spawn_entity(pos, texture)`
Spawns a new text entity at the given position and assigns the supplied `texture` to it, if any.
* `signs_lib.check_for_pole(pos, pointed_thing)`
Attempts to determine if the `pointed_thing` qualifies as a vertical pole or post of some kind.
Returns **true** if a suitable pole/post is found
* `signs_lib.check_for_horizontal_pole(pos, pointed_thing)`
Same idea, but for horizontal poles/posts.
Returns **true** if a suitable pole/post is found.
* `signs_lib.check_for_ceiling(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the bottom of a node.
* `signs_lib.check_for_floor(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the top of a node.
* `signs_lib.set_obj_text(pos, text)`
Cooks the supplied `text` as needed and passes it to the entity rendering code. Essentially, this is where rendering text into an image starts.
## Options for pole/post nodes
Occasionally, you'll run into a node that either looks like a pole/post, or has one in the middle of its node space (with room to fit a sign in there), but which isn't detected as a pole/post by the standard sign placement code. In these situations, some kind of special check is needed.
Supplying one or both of the following in the pole/post node's definition will cause `signs_lib` to skip its usual pole/post detection code, in favor of the supplied function(s).
* `check_for_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this function will be run when the mod is looking for a normal vertical pole/post. Useful if the target node's orientation and/or shape determine what sides a sign can attach to. For example, [Pipeworks](https://forum.minetest.net/viewtopic.php?pid=27794) uses this to figure out if a sign can be attached to a tube or pipe, depending on the tube's/pipe's number of junctions, and on its orientation and that of the placed sign.
* `def`: the placed sign's node defintion
* `pole_pos`: the target node's position
* `pole_node`: the target node itself
* `pole_def`: its node definition
Your code must return **true** if the sign should attach to the target node.
If desired, this entry may simply be set to `check_for_pole = true` if a sign can always attach to this node regardless of facing direction (for example, [Home Decor](https://forum.minetest.net/viewtopic.php?pid=26061) has a round brass pole/post, which always stands vertical, and [Cottages](https://forum.minetest.net/viewtopic.php?id=5120) has a simple table that's basically a fencepost with a platform on top).
* `check_for_horiz_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this does the same thing for horizontal poles.
Your code must return **true** if the sign should attach to the target node.

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# Anatomy of a sign model
In the model files:
* The base sign model should be designed to look like a flat board placed on one side of the node space. The first material entry in the model file must be assigned to the front and back faces of the sign, the second material must be the sign's edges. The filename should be something along the lines of "mymod_my_cool_sign_wall.obj".
In each of the variants below, generally-speaking, the third material in the model must be assigned to whatever it is that that model uses for the sign's mounting method, and the mounting style will be the last word in the model filename.
* For most signs that are allowed to sit on a vertical pole/post such as a fencepost, the pole-mounted model is just a copy of the base model, shifted back a bit, with a pole mount added to the back. In these models, the third material in the model file must be assigned to the pole mount. Name the model file the same as the base sign, but end the name with "_onpole" instead of "_wall". For example, "mymod_my_cool_sign_onpole.obj".
For signs that allow mounting onto a horizontal pole (such as a Streets mod horizontal "bigpole"), the third material is still the vertical pole mount as above, but there must also be another the pole mount included, designed to wrap around such a pole/post, to which fourth material must be assigned. In most cases, this alternate mount will just be a copy of the vertical pole mount, but rotated by 90°, and explicitly centered vertically in the node space.
While vertical and horizontal pole/post mounting options are independent in the code, if horizontal mounting is enabled, the on-pole model must still have *four* materials, even if the third material is unused, with the horizontal pole mount assigned to the fourth material. In most situations, you'll probably have both vertical and horizontal pole mounts assigned to the third and fourth materials, as above.
* For hanging sign models, the third material must be assigned to whatever it is that makes the sign look like it's hanging from the ceiling (default signs have a simple, flat rectangle, meant to show an image of a simple pair of chains). The model file for these must be named the same as the base model, but ending with "_hanging". For example, "mymod_my_cool_sign_hanging.obj".
* For yard sign models, the third material must be assigned to the "stick" on the back of the sign. The model for this type must be named the same as the base model, but ending with "_yard". For example, "mymod_my_cool_sign_yard.obj".
* For most signs, the sign entity (if applicable) will be a simple rectangle, sized just slightly smaller than the width and height of the sign, and centered relative to the sign face. Its UV map should cover the entire image area, so that the image is shrunk down to fit within the sign's intended text area. The rectangle must be positioned slightly in front of the sign (by 10 millimeters or so, due to engine position precision limitations).
The entity should be named the same as the corresponding wall, on-pole, hanging, and/or yard models, but with "_entity" added just before the mounting style. For example: a sign using "mymod_my_cool_sign_wall.obj" for the base model file should have an entity model file named "mymod_my_cool_sign_entity_wall.obj", if one will be needed.
In your code:
* The first `tiles{}` entry in the sign definition needs to be the front-back texture (how things are arranged within the image file is up to you, provided you match your sign model's UV map to the layout of your image). The second entry will be the texture for the sign's edges.
* For signs that can be mounted on a pole/post, the third item in your `tiles{}` setting specifies the pole mount image to use. When `signs_lib` goes to register the on-pole node(s), the image you specified here will be passed to `register_node()` as either the third or *fourth* tile item, setting the other to the standard blank/empty image, thus revealing only the vertical or horizontal pole mount, respectively. If you don't specify a pole mount image, the standard pole mount texture will be used instead, if needed.
* For signs that can hang from a ceiling, the fourth entry in your `tiles{}` setting specifies the image to apply to the part of the model that makes it look like it's hanging. If not specified, the standard hanging chains image will be used instead, if needed.
* For signs that can stand up in the yard, the fifth `tiles{}` entry specifies the image to be wrapped around the "stick" that the sign's mounted on. If not specified, "default_wood.png" will be used instead, if needed.
* Some signs may allow for more complex entity shapes, images, and UV mapping. For example, [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) has a standard city street intersection sign, the entity mesh for which consists of four simple rectangles. Two of them are identically UV-mapped to the top portion of the texture image, and placed on either side of the upper half of the sign portion of the model. The other two rectangles are also identically UV-mapped, but point to a lower section of the texture, and are rotated by 90° and shifted down in the model, to place them on either side of the lower half of the sign. This causes the first line of text to appear on both sides of the upper half of the sign, with the second line of text appearing on both sides of the lower half.
Signs which don't use the simple models described above may not be compatible with the wall/pole/ceiling/yard placement code, but these things can be overridden/disabled in the node definition, if needed (as with the above intersection sign).
* `signs_lib` automatically blanks-out all redundant `tiles{}` entries for each node.
## Blender users
Start a new project, open the "Sidebar" (usually by pressing `N`), and scroll down to the Display section. Set the Grid floor to 5 lines, Scale to 0.5, and Subdivisions to 8.
This will create an environment where the world origin/center will be the center of a node space at (0,0,0), with major divisions at half-node intervals. With the camera aligned to an axis, zooming in so that one node space fills the window should put the grid at 16 minor divisions per meter, so the grid will correspond to pixels in a typical 16px-apparent texture, if your UV mapping is correct (though a standard sign model uses 32px-apparent textures).
Zoom in a bit more, and you'll see 256 divisions per meter, which can be thought of as 16 divisions per pixel. This is where you'll want to be when positioning the sign entity. In my configuration, the grid maxes out at 256 divisions per meter, even when zoomed in extremely close (this may be standard behavior).
For signs that will use "wallmounted" mode, the model must be lying flat, with its front side facing up along Blender's Z axis, and centered on the X and Y axes. The back of the sign should be exactly flush with the -0.5m mark on the Z axis, putting the whole sign below the world center. The bottom edge of the sign faces the negative end of the Y axis.
For signs that will use "facedir" mode, the sign must be upright, with its back flush with the +0.5m mark along the Y axis, centered on X/Z, with the bottom edge of the sign facing down along the Z axis.
When adding materials, you MUST add them in the order you want them to appear in the exported model, as Blender provides no easy way to enforce a particular order if they come out wrong.
If you look in the `models/` directory, you'll find the standard sign project file, "standard wooden sign.blend", which contains all four variants of the standard sign model ("wallmounted" and "facedir", on-wall and on-pole), designed per the above requirements. This file also contains both entity variants (on-wall and on-pole). You'll notice that there are only two entities. This is because entity rotation has no concept of "wallmounted", "facedir", etc., so all standard signs use the same pair of entities.
To create the text entity model, assuming you're starting with a properly-UV-mapped, "wallmounted" base sign model with a simple one-piece flat design (comparable to, say, a standard wall sign or a [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) warning diamond), do these steps:
1. Snap the cursor to the world center, and set your viewport to Orthographic (usually `5` on the keypad).
2. Switch to Object Mode.
3. Select the sign model.
4. Create a linked duplicate (`Alt-D` in my keymap), as distinct from a simple duplicate (`Shift-D`). Blender will automatically select the duplicate and immediately go into move/translate mode to let you move it around.
5. Without bothering to move the duplicate, press `R` `X` to go into rotatation mode around the X axis, which will also snap the duplicate back to its precise starting point in the process.
6. Rotate the duplicate by 90°, thus putting it upright, with its back side flush with the +0.5m mark on the Y axis.
7. With the duplicate still selected, switch to Edit Mode.
8. Select only the duplicate sign's front face.
9. Rotate your view to the right or left side (usually `3` or `Ctrl-3` on the keypad).
10. Zoom in close enough to get the grid to show 256 divisions per meter, while keeping the selected face in view.
11. Make a simple duplicate of the selected face (`Shift-D`). Blender will automatically select just the new, duplicate face and go into move/translate mode. Yeah, you're making a copy of a copy. 🙂
12. Press `Y` to limit movement to just the Y axis, and move the duplicate face in the negative direction, while snapping to the grid. Put it at least 2 minor divisions from the front of the sign (that is, 2/256 of a meter).
13. Zoom out far enough to get the grid back to 16 divisions per meter, and align your view forward along the Y axis (usually `1` on the keypad).
14. With the duplicate face still selected, scale it along X and/or Z until its edges are just within the limits of your sign model's intended text area. You could also directly move the face's edges inward, perhaps while snapping to the grid, if the sign shape lends itself to that. Make sure the face stays properly-positioned (usually centered) relative to the sign's front!
15. UV-map the duplicate face: `Mesh``UV Unwrap``Reset` followed by `Mesh``UV Unwrap``Project from view (bounds)`.
16. Separate the duplicate face into a new object (`P` in my keymap, then `Selection` in the menu that pops-up).
17. Switch to Object Mode
18. In the model/data tree at the upper-right (well, on my layout), rename the original sign mesh, its duplicate, and the entity mesh to something meaningful.
19. With only the text entity mesh selected, delete all materials from the list on the right, below the model/data tree (these were inherited from the base sign, and aren't needed with an entity mesh).
20. Save your project file.
21. Export the text entity mesh. It is highly recommended that you export to "Wavefront (.obj)" format, as with most other Minetest node models.
Note that the duplicate sign model you created can also be used directly as a "facedir" sign model, as well as being a position reference for the text entity mesh, so I suggest leaving it in your project file when you save.
Use the following export settings (I strongly advise saving them as an Operator Preset; applies to all models and modes):
Forward: [_Z_Forward_]
Up: [_Y_Up______]
🆇 Selection Only
🞎 Animation
🆇 Apply Modifiers
🞎 Use Modifiers Render Settings
🞎 Include Edges
🞎 Smooth Groups
🞎 Bitflag Smooth Groups
🆇 Write Normals
🆇 Include UVs
🞎 Write Materials
🞎 Triangulate Faces
🞎 Write Nurbs
🞎 Polygroups
🆇 Objects as OBJ Objects
🞎 Objects as OBJ Groups
🆇 Material Groups
🞎 Keep Vertex Order
(_Scale:________1.00_)
Path Mode: [_Auto____]

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# signs_lib
This is kaeza's and my signs library mod, originally forked from PilzAdam's version and rewritten mostly by kaeza to include a number of new features, then rewritten again a couple more times (finding its way into my [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) mod for a while, where it developed nicely 🙂).
The purpose of PilzAdam's original mod was to just provide a no-frills way make default signs show their text, via an entity placed right in front. It was hacky, but it worked!
While still hacky, this library is a modernized, feature-enhanced version of his code, which not only has visible text, but which allows that text to be colored, and displayed at any reasonable size, with any reasonable amount of text (as configured in a given node definition), with two font resolutions available. Plus, almost any sign can be attached to almost any kind of suitable pole or fencepost. Most signs that use the standard wall sign model can also be hung from a ceiling, or placed upright as a yard sign, in addition to being flat on a wall or floor. Unlike previous incarnations of this code, signs' text is visible when the sign is flat on the floor or ceiling, as well as all other supported orientations/mounting styles.
Without any other add-ons, this mod upgrades only the default wooden and steel signs.
## Text formatting
In general, text is rendered exactly as-written, left-to-right, top to bottom, without any translations or modifications. The standard fonts support 7-bit ASCII as well as Cyrllic.
That said, there are some basic text formatting options:
* Paragraph breaks (blank lines) may be inserted by simply hitting `Enter` twice.
* Eight arrow symbols are available, occupying positions 0x81 through 0x88 in the character set. These are produced by writing a "^" followed by a number 1 to 8:
"^1" = `⬆`, "^2" = `⬈`, "^3" = `➡`, "^4" = `⬊`, "^5" = `⬇`, "^6" = `⬋`, "^7" = `⬅`, "^8" = `⬉`
Writing "^" followed by a letter "a" through "h" will produce double-wide versions of these arrows, in the same order. These wide arrows occupy 0x89 to 0x91 in the character set.
* A color may be specified in the sign text by using "#" followed by a single hexadcimal digit (0-9 or a-f). These colors come from the standard Linux/IRC/CGA color set, and are shown in the sign's formspec. Any color change will remain in effect until changed again, or until the next line break. Any number of color changes in any arbitrary arrangement is allowed.
## Sign placement and rotation notes
* Pointing at a wall while placing will, of course, place the sign on the wall.
* For most signs, pointing at the ground while placing puts the sign flat on the ground.
Exception: if you have [basic_signs](https://forum.minetest.net/viewtopic.php?f=11&t=23289) installed, placing a default wooden sign on the ground will instead create a "yard" sign (basically a regular wooden sign mounted upright on a small stick).
* For most signs, pointing at the ceiling while placing will put the sign flat against the ceiling.
Exception: default wood and steel signs will instead be hung from the ceiling by a pair of chains. If you have [basic_signs](https://forum.minetest.net/viewtopic.php?f=11&t=23289), all standard signs created by it will do the same.
* Pointing at an X or Z side of something that's detected as a pole/post will mount the sign onto that pole. Note that the sign actually occupies the node space in front of the pole, since they're still separate nodes. But, I figure, no one's going to want to use the space in front of the sign anyway, because doing so would of course obscure the sign, so it doesn't matter if the sign logically occupies that node space.
* If you're holding the "Sneak" key (usually `Shift`) while placing, the on-pole/hanging/yard checks are skipped, allowing you to just place a sign flat onto the ground, ceiling, or top/bottom of a pole/post, like they used to work before `signs_lib` was a thing.
* If a sign is on the wall or flat on the ground, the screwdriver will spin it from one wall to the next, in clockwise order, whether there's a wall to attach to or not, followed by putting it flat on the ground, then flat against the ceiling, then back to wall orientation.
* If a sign is hanging from the ceiling (not flat against it), the screwdriver will just rotate it around its Y axis.
* If a sign is on a vertical pole/post, the screwdriver will rotate it around the pole, but only if there's nothing in the way.
* If a sign is on a horizontal pole/post, the screwdriver will flip it from one side to the other as long as there's nothing in the way.
## Chat commands
At present, only one command is defined:
* `/regen_signs`
This will read through the list of currently-loaded blocks known to contain one or more signs, delete all entities found in each sign's node space, and respawn and re-render each from scratch.
The list of loaded, sign-bearing blocks is created/populated by an LBM (and trimmed by this command if any listed blocks are found to have been unloaded).

View File

@ -168,7 +168,12 @@ minetest.register_entity("signs_lib:text", {
function signs_lib.delete_objects(pos)
local objects = minetest.get_objects_inside_radius(pos, 0.5)
for _, v in ipairs(objects) do
v:remove()
if v then
local e = v:get_luaentity()
if e and string.match(e.name, "sign.*text") then
v:remove()
end
end
end
end
@ -182,8 +187,17 @@ function signs_lib.spawn_entity(pos, texture)
local obj
if #objects > 0 then
obj = objects[1]
else
for _, v in ipairs(objects) do
if v then
local e = v:get_luaentity()
if e and e.name == "signs_lib:text" then
obj = v
end
end
end
end
if not obj then
obj = minetest.add_entity(pos, "signs_lib:text")
end
@ -230,6 +244,14 @@ function signs_lib.spawn_entity(pos, texture)
end
end
function signs_lib.set_obj_text(pos, text)
local split = signs_lib.split_lines_and_words
local text_ansi = Utf8ToAnsi(text)
local n = minetest.registered_nodes[minetest.get_node(pos).name]
signs_lib.delete_objects(pos)
signs_lib.spawn_entity(pos, signs_lib.make_sign_texture(split(text_ansi), pos) )
end
-- rotation
function signs_lib.handle_rotation(pos, node, user, mode)
@ -288,7 +310,6 @@ function signs_lib.handle_rotation(pos, node, user, mode)
minetest.swap_node(tpos, { name = node.name, param2 = signs_lib.rotate_facedir[node.param2] or 0 })
end
signs_lib.delete_objects(tpos)
signs_lib.update_sign(tpos)
return true
end
@ -544,7 +565,7 @@ local function make_line_texture(line, lineno, pos, line_width, line_height, cwi
return table.concat(texture), lineno
end
local function make_sign_texture(lines, pos)
function signs_lib.make_sign_texture(lines, pos)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
@ -598,14 +619,6 @@ function signs_lib.split_lines_and_words(text)
return lines
end
function signs_lib.set_obj_text(pos, text)
local split = signs_lib.split_lines_and_words
local text_ansi = Utf8ToAnsi(text)
local n = minetest.registered_nodes[minetest.get_node(pos).name]
signs_lib.delete_objects(pos)
signs_lib.spawn_entity(pos, make_sign_texture(split(text_ansi), pos))
end
function signs_lib.construct_sign(pos)
local form = "size[6,4]"..
"textarea[0,-0.3;6.5,3;text;;${text}]"..
@ -750,6 +763,10 @@ function signs_lib.check_for_pole(pos, pointed_thing)
if not pdef then return end
if signs_lib.check_for_ceiling(pointed_thing) or signs_lib.check_for_floor(pointed_thing) then
return false
end
if type(pdef.check_for_pole) == "function" then
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
@ -769,12 +786,14 @@ function signs_lib.check_for_horizontal_pole(pos, pointed_thing)
if not pdef then return end
if signs_lib.check_for_ceiling(pointed_thing) or signs_lib.check_for_floor(pointed_thing) then
return false
end
if type(pdef.check_for_horiz_pole) == "function" then
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
return pdef.check_for_horiz_pole(pos, node, def, ppos, pnode, pdef)
elseif pdef.check_for_horiz_pole then
return true
end
end
@ -796,12 +815,19 @@ end
function signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locked)
local playername = placer:get_player_name()
local def = minetest.registered_items[itemstack:get_name()]
local controls = placer:get_player_control()
local signname = itemstack:get_name()
local no_wall_name = string.gsub(signname, "_wall", "")
local def = minetest.registered_items[signname]
local ppos = minetest.get_pointed_thing_position(pointed_thing)
local pnode = minetest.get_node(ppos)
local pdef = minetest.registered_items[pnode.name]
if def.allow_onpole and signs_lib.check_for_pole(pos, pointed_thing) then
if def.allow_onpole and signs_lib.check_for_pole(pos, pointed_thing) and not controls.sneak then
local newparam2
local lookdir = minetest.yaw_to_dir(placer:get_look_horizontal())
if def.paramtype2 == "wallmounted" then
@ -810,8 +836,8 @@ function signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locke
newparam2 = minetest.dir_to_facedir(lookdir)
end
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = itemstack:get_name().."_onpole", param2 = newparam2})
elseif def.allow_onpole_horizontal and signs_lib.check_for_horizontal_pole(pos, pointed_thing) then
minetest.swap_node(pos, {name = no_wall_name.."_onpole", param2 = newparam2})
elseif def.allow_onpole_horizontal and signs_lib.check_for_horizontal_pole(pos, pointed_thing) and not controls.sneak then
local newparam2
local lookdir = minetest.yaw_to_dir(placer:get_look_horizontal())
if def.paramtype2 == "wallmounted" then
@ -820,16 +846,21 @@ function signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locke
newparam2 = minetest.dir_to_facedir(lookdir)
end
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = itemstack:get_name().."_onpole_horiz", param2 = newparam2})
elseif def.allow_hanging and signs_lib.check_for_ceiling(pointed_thing) then
minetest.swap_node(pos, {name = no_wall_name.."_onpole_horiz", param2 = newparam2})
elseif def.allow_hanging and signs_lib.check_for_ceiling(pointed_thing) and not controls.sneak then
local newparam2 = minetest.dir_to_facedir(placer:get_look_dir())
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = itemstack:get_name().."_hanging", param2 = newparam2})
minetest.swap_node(pos, {name = no_wall_name.."_hanging", param2 = newparam2})
elseif def.allow_yard and signs_lib.check_for_floor(pointed_thing) and not controls.sneak then
local newparam2 = minetest.dir_to_facedir(placer:get_look_dir())
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = no_wall_name.."_yard", param2 = newparam2})
elseif def.paramtype2 == "facedir" and signs_lib.check_for_ceiling(pointed_thing) then
minetest.swap_node(pos, {name = itemstack:get_name(), param2 = 6})
minetest.swap_node(pos, {name = signname, param2 = 6})
elseif def.paramtype2 == "facedir" and signs_lib.check_for_floor(pointed_thing) then
minetest.swap_node(pos, {name = itemstack:get_name(), param2 = 4})
minetest.swap_node(pos, {name = signname, param2 = 4})
end
if locked then
local meta = minetest.get_meta(pos)
meta:set_string("owner", playername)
@ -841,195 +872,194 @@ function signs_lib.register_fence_with_sign()
minetest.log("warning", "[signs_lib] ".."Attempt to call no longer used function signs_lib.register_fence_with_sign()")
end
--[[
The main sign registration function
===================================
function signs_lib.register_sign(name, raw_def)
local def = table.copy(raw_def)
Example minimal recommended def for writable signs:
signs_lib.register_sign("foo:my_cool_sign", {
description = "Wooden cool sign",
inventory_image = "signs_lib_sign_cool_inv.png",
tiles = {
"signs_lib_sign_cool.png",
"signs_lib_sign_cool_edges.png"
},
number_of_lines = 2,
horiz_scaling = 0.8,
vert_scaling = 1,
line_spacing = 9,
font_size = 31,
x_offset = 7,
y_offset = 4,
chars_per_line = 40,
entity_info = "standard"
})
* default def assumes a wallmounted sign with on-pole being allowed.
*For signs that can support being on a pole, include in the def:
allow_onpole = true,
(defaults to disabled)
*For signs that can support being on a horizontal pole, include in the def:
allow_onpole_horizontal = true,
(defaults to disabled)
* onpole/onpole_horizontal are independent; one may be allowed without the other
* "standard" entity info implies the standard wood/steel sign model, in
wallmounted mode. For facedir signs using the standard model, use:
entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
yaw = signs_lib.standard_yaw
},
]]--
function signs_lib.register_sign(name, rdef)
local def = table.copy(rdef)
if rdef.entity_info == "standard" then
if raw_def.entity_info == "standard" then
def.entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
mesh = "signs_lib_standard_sign_entity_wall.obj",
yaw = signs_lib.wallmounted_yaw
}
elseif rdef.entity_info then
def.entity_info = rdef.entity_info
elseif raw_def.entity_info then
def.entity_info = raw_def.entity_info
end
def.after_place_node = rdef.after_place_node or signs_lib.after_place_node
def.after_place_node = raw_def.after_place_node or signs_lib.after_place_node
if rdef.entity_info then
def.on_rightclick = rdef.on_rightclick or signs_lib.construct_sign
def.on_construct = rdef.on_construct or signs_lib.construct_sign
def.on_destruct = rdef.on_destruct or signs_lib.destruct_sign
def.on_receive_fields = rdef.on_receive_fields or signs_lib.receive_fields
def.on_punch = rdef.on_punch or signs_lib.update_sign
def.number_of_lines = rdef.number_of_lines or signs_lib.standard_lines
def.horiz_scaling = rdef.horiz_scaling or signs_lib.standard_hscale
def.vert_scaling = rdef.vert_scaling or signs_lib.standard_vscale
def.line_spacing = rdef.line_spacing or signs_lib.standard_lspace
def.font_size = rdef.font_size or signs_lib.standard_fsize
def.x_offset = rdef.x_offset or signs_lib.standard_xoffs
def.y_offset = rdef.y_offset or signs_lib.standard_yoffs
def.chars_per_line = rdef.chars_per_line or signs_lib.standard_cpl
def.default_color = rdef.default_color or "0"
if rdef.locked and not rdef.after_place_node then
if raw_def.entity_info then
def.on_rightclick = raw_def.on_rightclick or signs_lib.construct_sign
def.on_construct = raw_def.on_construct or signs_lib.construct_sign
def.on_destruct = raw_def.on_destruct or signs_lib.destruct_sign
def.on_receive_fields = raw_def.on_receive_fields or signs_lib.receive_fields
def.on_punch = raw_def.on_punch or signs_lib.update_sign
def.number_of_lines = raw_def.number_of_lines or signs_lib.standard_lines
def.horiz_scaling = raw_def.horiz_scaling or signs_lib.standard_hscale
def.vert_scaling = raw_def.vert_scaling or signs_lib.standard_vscale
def.line_spacing = raw_def.line_spacing or signs_lib.standard_lspace
def.font_size = raw_def.font_size or signs_lib.standard_fsize
def.x_offset = raw_def.x_offset or signs_lib.standard_xoffs
def.y_offset = raw_def.y_offset or signs_lib.standard_yoffs
def.chars_per_line = raw_def.chars_per_line or signs_lib.standard_cpl
def.default_color = raw_def.default_color or "0"
if raw_def.locked and not raw_def.after_place_node then
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, true)
end
end
end
def.paramtype = rdef.paramtype or "light"
def.drawtype = rdef.drawtype or "mesh"
def.mesh = rdef.mesh or "signs_lib_standard_wall_sign.obj"
def.wield_image = rdef.wield_image or def.inventory_image
def.drop = rdef.drop or name
def.sounds = rdef.sounds or signs_lib.standard_wood_sign_sounds
def.paramtype2 = rdef.paramtype2 or "wallmounted"
def.on_rotate = rdef.on_rotate or signs_lib.handle_rotation
def.paramtype = raw_def.paramtype or "light"
def.drawtype = raw_def.drawtype or "mesh"
def.mesh = raw_def.mesh or "signs_lib_standard_sign_wall.obj"
def.wield_image = raw_def.wield_image or def.inventory_image
def.drop = raw_def.drop or name
def.sounds = raw_def.sounds or signs_lib.standard_wood_sign_sounds
def.paramtype2 = raw_def.paramtype2 or "wallmounted"
def.on_rotate = raw_def.on_rotate or signs_lib.handle_rotation
if rdef.groups then
def.groups = rdef.groups
if raw_def.groups then
def.groups = raw_def.groups
else
def.groups = signs_lib.standard_wood_groups
end
local cbox = signs_lib.make_selection_boxes(35, 25)
def.selection_box = rdef.selection_box or cbox
def.node_box = table.copy(rdef.node_box or rdef.selection_box or cbox)
def.selection_box = raw_def.selection_box or cbox
def.node_box = table.copy(raw_def.node_box or raw_def.selection_box or cbox)
if def.sunlight_propagates ~= false then
def.sunlight_propagates = true
end
def.tiles[3] = "signs_lib_blank.png"
def.tiles[4] = "signs_lib_blank.png"
def.tiles[5] = "signs_lib_blank.png"
def.tiles[6] = "signs_lib_blank.png"
minetest.register_node(":"..name, def)
table.insert(signs_lib.lbm_restore_nodes, name)
local opdef = table.copy(def)
local no_wall_name = string.gsub(name, "_wall", "")
if rdef.allow_onpole or rdef.allow_onpole_horizontal then
local othermounts_def = table.copy(def)
if raw_def.allow_onpole or raw_def.allow_onpole_horizontal then
local offset = 0.3125
if opdef.uses_slim_pole_mount then
if othermounts_def.uses_slim_pole_mount then
offset = 0.35
end
opdef.selection_box = rdef.onpole_selection_box or opdef.selection_box
opdef.node_box = rdef.onpole_node_box or opdef.selection_box
othermounts_def.selection_box = raw_def.onpole_selection_box or othermounts_def.selection_box
othermounts_def.node_box = raw_def.onpole_node_box or othermounts_def.selection_box
if opdef.paramtype2 == "wallmounted" then
opdef.node_box.wall_side[1] = def.node_box.wall_side[1] - offset
opdef.node_box.wall_side[4] = def.node_box.wall_side[4] - offset
if othermounts_def.paramtype2 == "wallmounted" then
othermounts_def.node_box.wall_side[1] = def.node_box.wall_side[1] - offset
othermounts_def.node_box.wall_side[4] = def.node_box.wall_side[4] - offset
opdef.selection_box.wall_side[1] = def.selection_box.wall_side[1] - offset
opdef.selection_box.wall_side[4] = def.selection_box.wall_side[4] - offset
othermounts_def.selection_box.wall_side[1] = def.selection_box.wall_side[1] - offset
othermounts_def.selection_box.wall_side[4] = def.selection_box.wall_side[4] - offset
else
opdef.node_box.fixed[3] = def.node_box.fixed[3] + offset
opdef.node_box.fixed[6] = def.node_box.fixed[6] + offset
othermounts_def.node_box.fixed[3] = def.node_box.fixed[3] + offset
othermounts_def.node_box.fixed[6] = def.node_box.fixed[6] + offset
opdef.selection_box.fixed[3] = def.selection_box.fixed[3] + offset
opdef.selection_box.fixed[6] = def.selection_box.fixed[6] + offset
othermounts_def.selection_box.fixed[3] = def.selection_box.fixed[3] + offset
othermounts_def.selection_box.fixed[6] = def.selection_box.fixed[6] + offset
end
opdef.groups.not_in_creative_inventory = 1
opdef.mesh = string.gsub(opdef.mesh, ".obj$", "_onpole.obj")
othermounts_def.groups.not_in_creative_inventory = 1
othermounts_def.mesh = raw_def.onpole_mesh or string.gsub(othermounts_def.mesh, "wall.obj$", "onpole.obj")
if opdef.entity_info then
opdef.entity_info.mesh = string.gsub(opdef.entity_info.mesh, ".obj$", "_onpole.obj")
if othermounts_def.entity_info then
othermounts_def.entity_info.mesh = string.gsub(othermounts_def.entity_info.mesh, "entity_wall.obj$", "entity_onpole.obj")
end
end
-- setting one of item 3 or 4 to a texture and leaving the other "blank",
-- reveals either the vertical or horizontal pole mount part of the model
if rdef.allow_onpole then
opdef.tiles[3] = "signs_lib_pole_mount.png"
opdef.tiles[4] = "signs_lib_blank.png"
minetest.register_node(":"..name.."_onpole", opdef)
table.insert(signs_lib.lbm_restore_nodes, name.."_onpole")
if raw_def.allow_onpole then
othermounts_def.tiles[3] = raw_def.tiles[3] or "signs_lib_pole_mount.png"
othermounts_def.tiles[4] = "signs_lib_blank.png"
othermounts_def.tiles[5] = "signs_lib_blank.png"
othermounts_def.tiles[6] = "signs_lib_blank.png"
minetest.register_node(":"..no_wall_name.."_onpole", othermounts_def)
table.insert(signs_lib.lbm_restore_nodes, no_wall_name.."_onpole")
end
local ophdef = table.copy(opdef)
if raw_def.allow_onpole_horizontal then
local onpole_horiz_def = table.copy(othermounts_def)
if rdef.allow_onpole_horizontal then
ophdef.tiles[3] = "signs_lib_blank.png"
ophdef.tiles[4] = "signs_lib_pole_mount.png"
minetest.register_node(":"..name.."_onpole_horiz", ophdef)
table.insert(signs_lib.lbm_restore_nodes, name.."_onpole_horiz")
onpole_horiz_def.tiles[3] = "signs_lib_blank.png"
onpole_horiz_def.tiles[4] = raw_def.tiles[3] or "signs_lib_pole_mount.png"
onpole_horiz_def.tiles[5] = "signs_lib_blank.png"
onpole_horiz_def.tiles[6] = "signs_lib_blank.png"
minetest.register_node(":"..no_wall_name.."_onpole_horiz", onpole_horiz_def)
table.insert(signs_lib.lbm_restore_nodes, no_wall_name.."_onpole_horiz")
end
if rdef.allow_hanging then
if raw_def.allow_hanging then
local hdef = table.copy(def)
hdef.paramtype2 = "facedir"
local hanging_def = table.copy(def)
hanging_def.paramtype2 = "facedir"
local hcbox = signs_lib.make_selection_boxes(35, 32, nil, 0, 3, -18.5, true)
hdef.selection_box = rdef.hanging_selection_box or hcbox
hdef.node_box = rdef.hanging_node_box or rdef.hanging_selection_box or hcbox
hanging_def.selection_box = raw_def.hanging_selection_box or hcbox
hanging_def.node_box = raw_def.hanging_node_box or raw_def.hanging_selection_box or hcbox
hdef.groups.not_in_creative_inventory = 1
hdef.tiles[3] = "signs_lib_hangers.png"
hdef.mesh = string.gsub(string.gsub(hdef.mesh, "_facedir.obj", ".obj"), ".obj$", "_hanging.obj")
hanging_def.groups.not_in_creative_inventory = 1
hanging_def.tiles[3] = raw_def.tiles[4] or "signs_lib_hangers.png"
hanging_def.tiles[4] = "signs_lib_blank.png"
hanging_def.tiles[5] = "signs_lib_blank.png"
hanging_def.tiles[6] = "signs_lib_blank.png"
if hdef.entity_info then
hdef.entity_info.mesh = string.gsub(string.gsub(hdef.entity_info.mesh, "_facedir.obj", ".obj"), ".obj$", "_hanging.obj")
hdef.entity_info.yaw = signs_lib.standard_yaw
hanging_def.mesh = raw_def.hanging_mesh or string.gsub(string.gsub(hanging_def.mesh, "wall.obj$", "hanging.obj"), "_facedir", "")
if hanging_def.entity_info then
hanging_def.entity_info.mesh = string.gsub(string.gsub(hanging_def.entity_info.mesh, "entity_wall.obj$", "entity_hanging.obj"), "_facedir", "")
hanging_def.entity_info.yaw = signs_lib.standard_yaw
end
minetest.register_node(":"..name.."_hanging", hdef)
table.insert(signs_lib.lbm_restore_nodes, name.."_hanging")
minetest.register_node(":"..no_wall_name.."_hanging", hanging_def)
table.insert(signs_lib.lbm_restore_nodes, no_wall_name.."_hanging")
end
if rdef.allow_widefont then
if raw_def.allow_yard then
local ydef = table.copy(def)
ydef.paramtype2 = "facedir"
local ycbox = signs_lib.make_selection_boxes(35, 34.5, false, 0, -1.25, -19.69, true)
ydef.selection_box = raw_def.yard_selection_box or ycbox
ydef.tiles[3] = raw_def.tiles[5] or "default_wood.png"
ydef.tiles[4] = "signs_lib_blank.png"
ydef.tiles[5] = "signs_lib_blank.png"
ydef.tiles[6] = "signs_lib_blank.png"
ydef.node_box = raw_def.yard_node_box or raw_def.yard_selection_box or ycbox
ydef.groups.not_in_creative_inventory = 1
ydef.mesh = raw_def.yard_mesh or string.gsub(string.gsub(ydef.mesh, "wall.obj$", "yard.obj"), "_facedir", "")
if ydef.entity_info then
ydef.entity_info.mesh = string.gsub(string.gsub(ydef.entity_info.mesh, "entity_wall.obj$", "entity_yard.obj"), "_facedir", "")
ydef.entity_info.yaw = signs_lib.standard_yaw
end
minetest.register_node(":"..no_wall_name.."_yard", ydef)
table.insert(signs_lib.lbm_restore_nodes, no_wall_name.."_yard")
end
if raw_def.allow_widefont then
table.insert(signs_lib.old_widefont_signs, name.."_widefont")
table.insert(signs_lib.old_widefont_signs, name.."_widefont_onpole")
table.insert(signs_lib.old_widefont_signs, name.."_widefont_hanging")
table.insert(signs_lib.old_widefont_signs, name.."_widefont_yard")
end
end
@ -1091,7 +1121,6 @@ minetest.register_lbm({
minetest.swap_node(pos, {name = basename, param2 = node.param2})
local meta = minetest.get_meta(pos)
meta:set_int("widefont", 1)
signs_lib.delete_objects(pos)
signs_lib.update_sign(pos)
end
})

View File

@ -13,6 +13,29 @@ for _, n in ipairs(default_fences) do
})
end
if minetest.get_modpath("cottages") then
local cbox = table.copy(minetest.registered_items["cottages:table"].node_box)
minetest.override_item("cottages:table", {
check_for_pole = true,
selection_box = cbox
})
end
if minetest.get_modpath("prefab_redo") then
minetest.override_item("prefab_redo:concrete_railing", {
check_for_pole = true,
selection_box = {
type = "connected",
connect_right = { -0.125, -0.5, -0.125, 0.5, 0.375, 0.125 },
connect_left = { -0.5, -0.5, -0.125, 0.125, 0.375, 0.125 },
connect_back = { -0.125, -0.5, -0.125, 0.125, 0.375, 0.5 },
connect_front = { -0.125, -0.5, -0.5, 0.125, 0.375, 0.125 },
disconnected = { -0.125, -0.5, -0.125, 0.125, 0.25, 0.125 },
fixed = {}
}
})
end
if minetest.get_modpath("streetspoles") then
local htj_north = {

View File

@ -3,3 +3,4 @@ intllib?
screwdriver?
streetspoles?
streetlamps?
cottages?

View File

@ -0,0 +1,232 @@
# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
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View File

@ -0,0 +1,110 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign two sticks.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
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View File

@ -1,440 +0,0 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
o sign_on_pole_Cube.002
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View File

@ -6,12 +6,15 @@ signs_lib.register_sign("default:sign_wall_wood", {
tiles = {
"signs_lib_sign_wall_wooden.png",
"signs_lib_sign_wall_wooden_edges.png",
-- items 3 - 5 are not set, so signs_lib will use its standard pole
-- mount, hanging, and yard sign stick textures.
},
entity_info = "standard",
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true
allow_onpole_horizontal = true,
allow_yard = true
})
signs_lib.register_sign("default:sign_wall_steel", {
@ -20,6 +23,9 @@ signs_lib.register_sign("default:sign_wall_steel", {
tiles = {
"signs_lib_sign_wall_steel.png",
"signs_lib_sign_wall_steel_edges.png",
nil, -- not set, so it'll use the standard pole mount texture
nil, -- not set, so it'll use the standard hanging chains texture
"default_steel_block.png" -- for the yard sign's stick
},
groups = signs_lib.standard_steel_groups,
sounds = signs_lib.standard_steel_sign_sounds,
@ -28,14 +34,27 @@ signs_lib.register_sign("default:sign_wall_steel", {
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true
allow_onpole_horizontal = true,
allow_yard = true
})
minetest.register_alias("signs:sign_hanging", "default:sign_wall_wood_hanging")
minetest.register_alias("basic_signs:hanging_sign", "default:sign_wall_wood_hanging")
minetest.register_alias("default:sign_wall_wood_onpole", "default:sign_wood_onpole")
minetest.register_alias("default:sign_wall_wood_hanging", "default:sign_wood_hanging")
minetest.register_alias("signs:sign_hanging", "default:sign_wood_hanging")
minetest.register_alias("basic_signs:hanging_sign", "default:sign_wood_hanging")
minetest.register_alias("default:sign_wall_wood_yard", "default:sign_wood_yard")
minetest.register_alias("signs:sign_yard", "default:sign_wood_yard")
minetest.register_alias("basic_signs:yard_sign", "default:sign_wood_yard")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_hanging")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:hanging_sign")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_yard")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:yard_sign")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wood_yard")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wall_wood_yard")
-- insert the old wood sign-on-fencepost into signs_lib's conversion LBM

View File

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vt 0.156250 0.531250
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vt 0.156250 0.593750
vt 0.156250 0.531250
@ -135,62 +151,41 @@ vt 0.468750 1.000000
vt 0.468750 0.968750
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View File

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# Blender v2.79 (sub 0) OBJ File: 'street signs basic.blend'
# Blender v2.79 (sub 0) OBJ File: 'street signs basic top only.blend'
# www.blender.org
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View File

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# www.blender.org
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# Blender v2.79 (sub 0) OBJ File: 'generic highway sign, medium.blend'
# www.blender.org
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