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CAO 'node' visual (#15683)
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14 changed files with 267 additions and 91 deletions
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@ -1522,7 +1522,7 @@ There are a bunch of different looking node types.
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* `allfaces`
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* Often used for partially-transparent nodes.
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* External sides of textures, and unlike other drawtypes, the external sides
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of other blocks, are visible from the inside.
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of other nodes, are visible from the inside.
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* `allfaces_optional`
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* Often used for leaves nodes.
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* This switches between `normal`, `glasslike` and `allfaces` according to
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@ -9233,7 +9233,7 @@ Player properties need to be saved manually.
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-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
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-- Can be overridden by the `pointabilities` of the held item.
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visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
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visual = "",
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-- "cube" is a node-sized cube.
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-- "sprite" is a flat texture always facing the player.
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-- "upright_sprite" is a vertical flat texture.
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@ -9255,6 +9255,8 @@ Player properties need to be saved manually.
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-- Wielditems are scaled a bit. If you want a wielditem to appear
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-- to be as large as a node, use `0.667` in `visual_size`
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-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
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-- "node" looks exactly like a node in-world (supported since 5.12.0)
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-- Note that visual effects like waving or liquid reflections will not work.
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visual_size = {x = 1, y = 1, z = 1},
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-- Multipliers for the visual size. If `z` is not specified, `x` will be used
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@ -9264,7 +9266,7 @@ Player properties need to be saved manually.
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-- File name of mesh when using "mesh" visual
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textures = {},
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-- Number of required textures depends on visual.
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-- Number of required textures depends on visual:
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-- "cube" uses 6 textures just like a node, but all 6 must be defined.
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-- "sprite" uses 1 texture.
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-- "upright_sprite" uses 2 textures: {front, back}.
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@ -9274,11 +9276,14 @@ Player properties need to be saved manually.
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colors = {},
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-- Currently unused.
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node = {name = "ignore", param1=0, param2=0},
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-- Node to show when using the "node" visual
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use_texture_alpha = false,
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-- Use texture's alpha channel.
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-- Excludes "upright_sprite" and "wielditem".
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-- Use texture's alpha channel for transparency blending.
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-- Note: currently causes visual issues when viewed through other
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-- semi-transparent materials such as water.
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-- Note: ignored for "item", "wielditem" and "node" visual.
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spritediv = {x = 1, y = 1},
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-- Used with spritesheet textures for animation and/or frame selection
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@ -9295,7 +9300,7 @@ Player properties need to be saved manually.
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-- If false, object is invisible and can't be pointed.
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makes_footstep_sound = false,
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-- If true, is able to make footstep sounds of nodes
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-- If true, object is able to make footstep sounds of nodes
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-- (see node sound definition for details).
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automatic_rotate = 0,
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@ -9318,6 +9323,7 @@ Player properties need to be saved manually.
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backface_culling = true,
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-- Set to false to disable backface_culling for model
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-- Note: only used by "mesh" and "cube" visual
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glow = 0,
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-- Add this much extra lighting when calculating texture color.
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@ -9353,6 +9359,7 @@ Player properties need to be saved manually.
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shaded = true,
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-- Setting this to 'false' disables diffuse lighting of entity
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-- Note: ignored for "item", "wielditem" and "node" visual
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show_on_minimap = false,
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-- Defaults to true for players, false for other entities.
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