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authorparamat <paramat@users.noreply.github.com>2018-02-05 04:59:13 +0000
committerparamat <mat.gregory@virginmedia.com>2018-02-05 05:07:36 +0000
commitb7ff40eea22488a240aeaeb393922d3c8d23a9b5 (patch)
treec1b9b3e3fe86a5b69f12910463b3473b1f35975e
parent520293b4cbcdc0ae3c435150114dfe0be7f9582d (diff)
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Lua_api.txt: Document 'wielditem' visual in object properties
-rw-r--r--doc/lua_api.txt11
1 files changed, 11 insertions, 0 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index afeb53cd6..8be01ff3d 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -4448,6 +4448,16 @@ Definition tables
-- ^ "sprite" is a flat texture always facing the player.
-- ^ "upright_sprite" is a vertical flat texture.
-- ^ "mesh" uses the defined mesh model.
+ -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
+ -- For this use 'textures = {itemname}'.
+ -- If the item has a 'wield_image' the object will be an extrusion of that,
+ -- otherwise:
+ -- If 'itemname' is a cubic node or nodebox the object will appear identical
+ -- to 'itemname'.
+ -- If 'itemname' is a plantlike node the object will be an extrusion of its
+ -- texture.
+ -- Otherwise for non-node items, the object will be an extrusion of
+ -- 'inventory_image'.
visual_size = {x = 1, y = 1},
-- ^ `x` multiplies horizontal (X and Z) visual size.
-- ^ `y` multiplies vertical (Y) visual size.
@@ -4456,6 +4466,7 @@ Definition tables
-- ^ "cube" uses 6 textures in the way a node does.
-- ^ "sprite" uses 1 texture.
-- ^ "upright_sprite" uses 2 textures: {front, back}.
+ -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {}, -- number of required colors depends on visual
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection according