Placing a "wallmounted" sign onto a streets lamp would cause a
weird rotation if you're pointing downward too far. Now it
enforces NESW direction according to your yaw.
Also fixes bad orientation when you're really close to a post.
* combine rotation functions -- one no longer needs to choose
a particular rotation function for the node's paramtype2,
it'll figure it out automatically.
* fix glitch in wallmounted rotation
* re-order rotation facing order to N, E, S, W, floor, ceiling.
* limit yard sign to simple NESW-only rotation
* allow rotation of hanging signs (NESW only)
* allow rotation of signs on poles/posts if there's nothing in
the way of where the sign has to move to (NESW only).
centralize entity handling
minor re-factor as needed for that
don't store entities statically, let the LBM generate them.
this works around Minetest's reload-positioning inaccuracy at very large
positive or negative X/Z coords (tested -18000/+18000 at all four corners,
both new signs and after reboot)
Use sign formspec to switch between wide/narrow font
if available on a given sign. The sign must have a
"foo:bar_widefont" variant, with the horizontal scaling set
appropriately (about half of the normal value for the
narrow-font sign)
Add new corresponding API to anto-generate those signs where
desired; use this feature in default wood and steel signs
added a proper register-sign API call
(see api.lua and standard_signs.lua for examples)
make selectionbox call now ignores the old onpole flag (it's automatic now)
removed debug print()'s
moved the signs-on-fences lbm settings to here, from basic_signs.
some misc cleanups
added reference models for standard wooden sign ("wallmounted" on wall,
"facedir" on wall, and pole-mount variants, using standard-size pole
mount), and a separate .blend with street_signs' OM3 sign on slim pole
mount.
add chat command to sweep-away
and regenerate all sign entities in loaded map
(uses LBM to log all loaded blocks,
but only those with nodes in "group:sign").
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
accessible by putting ^1 to ^8 (think "arrow number 1", etc) in your text
for narrow-width arrows (good for "wide font" highway signs), or ^a to ^h
for double-width arrows (good for all of the normal narrow-font signs).
in order, arrows 1 and "a" point up, 2/b points up-and-right, 3/c points
right, and so on, turning clockwise
Any other ^x pair just renders directly (no escape char, sorry)
xisd [Tue, 4 Oct 2016 08:43:07 +0000 (10:43 +0200)]
colored metal signs optional and display size
That a small change but for someone who try to prevent having one craft guide page per item (and multiples variants) it make all the difference :)
This mod is great but it would be even greater if it was easier to configure
like an option use_big_font_size that would change CHARS_PERLINE from 30 to 12 and NUMBER_OF_LINES from 6 to 3
(I tried to do that but I failed)
Caveat: signs used to reset the text color to black at the start of each
line. Now, they reset to the node's default text color, after which
users' "#x" color codes are applied. This means some signs will change
to a new color where the user didn't explicitly set it. This will only
be visible on green, red w/white border, white w/red border, blue, and
brown metal signs, as these have either white or red as the new default
color. All other signs will render in black, as usual.