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    New mesh door models, and extensive door API · f600a9f6
    Auke Kok authored
    This patch replaces the default door nodes with a new mesh model
    and nodes.
    
    Two new models were added that are 2 blocks high. One for left-hinge
    and one for right-hinge doors. This allows us to make a single texture
    fit on both models. The alternative would have been 1 model and 2
    unmapped textures, which is more work for mod developers.
    
    Doors work exactly like the old doors, including ownership, breaking
    doors, opening and closing.
    
    Under the hood, we can prevent the top part of the door from being
    obstructed by placing an invisible node. This prevents liquids from
    flowing through doors or people placing sand or other blocks in the
    top half. The door code automatically places and removes these as
    needed.
    
    Metadata is used to store door state, just like the old version.
    
    A doors API is added, it allows mods to use the API to open/close or
    toggle door states without worrying about sounds, permissions and
    other details. This is intended for e.g. mesecons. This API allows
    mods to manipulate or inspect doors for players or for themselves.
    
    In-game old door nodes are automatically converted using an ABM and
    preserve ownership and orientation and state.
    
    TNT blows up all doors and trapdoors except for the steel ones,
    who can survive a blast. We return an itemstack in on_blast(),
    which requires a TNT API patch which is also pending.
    
    We enable backface culling for most of these doors, as this gives
    the identical visual appearance that the old doors had. In the case
    of the glass door, there's a slight twist.
    
    The texture files used by the new doors have new names that do
    not conflict with previous texture file names to avoid texture
    pack conflicts.
    
    Thanks to red-001 <red-001@users.noreply.github.com> for some
    of the conversion code, cleanups, and extra textures.
    f600a9f6