forked from Mirrorlandia_minetest/minetest
Lua_api.txt: Move item def section nearby node def (#7636)
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doc/lua_api.txt
112
doc/lua_api.txt
@ -5414,6 +5414,62 @@ Used by `minetest.register_lbm`.
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action = func(pos, node),
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}
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Tile definition
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---------------
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* `"image.png"`
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* `{name="image.png", animation={Tile Animation definition}}`
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* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
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tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
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* backface culling enabled by default for most nodes
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* tileable flags are info for shaders, how they should treat texture
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when displacement mapping is used.
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Directions are from the point of view of the tile texture,
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not the node it's on.
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* align style determines whether the texture will be rotated with the node
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or kept aligned with its surroundings. "user" means that client
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setting will be used, similar to `glasslike_framed_optional`.
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Note: supported by solid nodes and nodeboxes only.
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* scale is used to make texture span several (exactly `scale`) nodes,
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instead of just one, in each direction. Works for world-aligned
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textures only.
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Note that as the effect is applied on per-mapblock basis, `16` should
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be equally divisible by `scale` or you may get wrong results.
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* `{name="image.png", color=ColorSpec}`
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* the texture's color will be multiplied with this color.
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* the tile's color overrides the owning node's color in all cases.
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* deprecated, yet still supported field names:
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* `image` (name)
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Tile animation definition
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-------------------------
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{
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type = "vertical_frames",
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aspect_w = 16,
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-- Width of a frame in pixels
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aspect_h = 16,
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-- Height of a frame in pixels
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length = 3.0,
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-- Full loop length
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}
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{
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type = "sheet_2d",
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frames_w = 5,
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-- Width in number of frames
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frames_h = 3,
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-- Height in number of frames
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frame_length = 0.5,
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-- Length of a single frame
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}
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Item definition
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---------------
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@ -5530,62 +5586,6 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and
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-- usage.
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}
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Tile definition
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---------------
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* `"image.png"`
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* `{name="image.png", animation={Tile Animation definition}}`
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* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
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tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
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* backface culling enabled by default for most nodes
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* tileable flags are info for shaders, how they should treat texture
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when displacement mapping is used.
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Directions are from the point of view of the tile texture,
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not the node it's on.
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* align style determines whether the texture will be rotated with the node
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or kept aligned with its surroundings. "user" means that client
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setting will be used, similar to `glasslike_framed_optional`.
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Note: supported by solid nodes and nodeboxes only.
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* scale is used to make texture span several (exactly `scale`) nodes,
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instead of just one, in each direction. Works for world-aligned
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textures only.
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Note that as the effect is applied on per-mapblock basis, `16` should
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be equally divisible by `scale` or you may get wrong results.
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* `{name="image.png", color=ColorSpec}`
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* the texture's color will be multiplied with this color.
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* the tile's color overrides the owning node's color in all cases.
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* deprecated, yet still supported field names:
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* `image` (name)
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Tile animation definition
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-------------------------
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{
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type = "vertical_frames",
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aspect_w = 16,
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-- Width of a frame in pixels
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aspect_h = 16,
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-- Height of a frame in pixels
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length = 3.0,
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-- Full loop length
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}
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{
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type = "sheet_2d",
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frames_w = 5,
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-- Width in number of frames
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frames_h = 3,
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-- Height in number of frames
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frame_length = 0.5,
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-- Length of a single frame
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}
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Node definition
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---------------
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