From b7ff40eea22488a240aeaeb393922d3c8d23a9b5 Mon Sep 17 00:00:00 2001 From: paramat Date: Mon, 5 Feb 2018 04:59:13 +0000 Subject: Lua_api.txt: Document 'wielditem' visual in object properties --- doc/lua_api.txt | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'doc') 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 -- cgit v1.2.3