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Read existing banner #8
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- use same whitespace style throughout and fix some indents. - change from minetest. to core. namespace.
- unused arguments - shaddowed vars - var redeclarations - some whitespace involved in above lines
save some lines and some extra method calls.
tabs -> spaces
...that slipped through the cracks on previous whitespace edit
or use the faster repeat-until-loop
fixes #5 transformation history was shared by all users and kept growing as it was never truely reset. Every time a user used a banner a white background was dumped on top of the stack making it possible to crash the server through an overflow to core.serialize() function.
also changed banners.max_transformations to banners.max_undo_levels and lowered the value substantially.
since it isn't updating everything, only the preview and the inventory item
to reflect the currently selected colour.
even if only "" it exists and there isn't an error. not adding "" or texture string, causes a non critical error.
only used once and is easy enough to have inline
player could have timed-out and thus lost their history. It isn't crucial to remove their history, so let's give them this feature.
unfortunately the git diff is a bit messy on this one. Nothing changed with: - banners.Banner - banners.Banner:new - banners.Banner:push_transform - banners.Banner:pop_transform content of banners.Banner:get_transform_string was moved to banners.transform_table_to_string with very few changes
allows us to add more features such as: - clean existing banners to slim down data - read transforms from items in inventory -> allow players to change existing patterns without having to start from scratch.
fixes #7 provides a work-around for the engine problem with entities.
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closing in favor of #9 which includes all these changes too. |
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expands on #6
adds:
fixes #7
(by offering a workaround and not crashing when either situation occurs)