Add backface_culling to open chests and fencegates

This commit is contained in:
DS-Minetest 2017-06-19 18:51:21 +02:00 committed by paramat
parent 0f7d0bfd7a
commit 2e413b521a
3 changed files with 21 additions and 3 deletions

@ -155,7 +155,8 @@ The doors mod allows modders to register custom doors and trapdoors.
### Fence gate definition ### Fence gate definition
description = "Wooden Fence Gate", description = "Wooden Fence Gate",
texture = "default_wood.png", texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
material = "default:wood", material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional

@ -1990,6 +1990,13 @@ function default.register_chest(name, d)
local def_closed = table.copy(def) local def_closed = table.copy(def)
def_opened.mesh = "chest_open.obj" def_opened.mesh = "chest_open.obj"
for i = 1, #def_opened.tiles do
if type(def_opened.tiles[i]) == "string" then
def_opened.tiles[i] = {name = def_opened.tiles[i], backface_culling = true}
elseif def_opened.tiles[i].backface_culling == nil then
def_opened.tiles[i].backface_culling = true
end
end
def_opened.drop = "default:" .. name def_opened.drop = "default:" .. name
def_opened.groups.not_in_creative_inventory = 1 def_opened.groups.not_in_creative_inventory = 1
def_opened.selection_box = { def_opened.selection_box = {

@ -712,7 +712,7 @@ function doors.register_fencegate(name, def)
local fence = { local fence = {
description = def.description, description = def.description,
drawtype = "mesh", drawtype = "mesh",
tiles = {def.texture}, tiles = {},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
sunlight_propagates = true, sunlight_propagates = true,
@ -734,6 +734,16 @@ function doors.register_fencegate(name, def)
}, },
} }
if type(def.texture) == "string" then
fence.tiles[1] = {name = def.texture, backface_culling = true}
elseif def.texture.backface_culling == nil then
fence.tiles[1] = table.copy(def.texture)
fence.tiles[1].backface_culling = true
else
fence.tiles[1] = def.texture
end
if not fence.sounds then if not fence.sounds then
fence.sounds = default.node_sound_wood_defaults() fence.sounds = default.node_sound_wood_defaults()
end end