Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
- Make texture pure black so it can be used to
darken gravel as well.
- Bolden texture alpha so it can be controlled per
node def with opacity.
- Use lighter effect on sand, heavier on gravel.
New pattern textures by GreenXenith
- Linear and Nexus shapes
- Recipe determined by player looking direction
- Rake same again to clear
- Handle pattern loss on digging, silktouch
This reverts commit 253c2282917ecade5b8356d592edab40b1d517f5.
Apparently this warning is full of crap. Explicitly
setting use_texture_alpha in the node def does
something DIFFERENT than what the engine says
it's doing enabling it internally. use_texture_alpha
enables alpha BLENDING, which is what we
don't want with interpolation filters, whereas
leaving it off enables alpha THRESHOLDING which
is exactly what we want.
Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
Apparently we will be required to enable
use_texture_alpha explicitly for anything using
any level of transparency, not just alpha
blending, in some future version.
Allow the "above" node to override the "under"
node's description. Use this mechanism to
append charcoal glyph descriptions to the
touchtips, but only when punching a face that
has a glyph on it.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.
This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order. That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway. If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
Making hand dig everything broke logic that was
depending on things being "not hand diggable".
Continue to treat things as not-hand-diggable if they
would take a long enough time to dig.
- Unbake the scaling tweak from models, apply it
using mesh scaling in MT instead.
- Standardize ratio definition in one place.
- Default all nodeboxes to winning z-fights.
Automatic z-fighting prevention was causing some
nodes to fail to connect to neighbors due to the tiny
gaps. Allow certain nodes to "win" the z-fight instead
so they also connect to neighbors properly.
When you have a thing in your hand that doesn't help
you dig a node, but you can dig that node by hand,
then apparently the after_use callback still seems to
trigger, causing the rake effect, and wear-out.
Don't allow writing on surfaces of nodes that can transmit
light, which includes:
- Glass, which is too slick.
- Non-solids like frames, shelves, totes, which aren't flat enough.