Starting on blocks (#137)
* Starting on blocks * Updated collision box * Updated block components * Fixed block/rotation * Making orbi responsible for dependencies * Updating blocks * trigger -> triggers
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@@ -1,37 +1,58 @@
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{
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"$id": "blockception.minecraft.behavior.blocks.minecraft.material_instances",
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"type": "object",
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"title": "Material Instances",
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"description": "Maps face or material_instance names in a geometry file to an actual material instance. Material instance can either be a full material instance or a name to another already defined instance",
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"definitions": {
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"material_instance": {
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"title": "Material Instance",
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"description": "A single material instance.",
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"additionalProperties": false,
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"properties": {
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"ambient_occlusion": {
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"title": "Ambient Occlusion",
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"type": "boolean",
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"description": "UNDOCUMENTED.",
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"$comment": "UNDOCUMENTED"
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},
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"face_dimming": {
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"title": "Face Dimming",
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"type": "boolean",
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"description": "UNDOCUMENTED.",
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"$comment": "UNDOCUMENTED"
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},
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"render_method": {
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"type": "string",
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"title": "Render Method",
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"description": "UNDOCUMENTED.",
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"$comment": "UNDOCUMENTED",
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"enum": ["blend", "opaque", "alpha_test"]
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},
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"texture": { "type": "string", "title": "Texture", "description": "UNDOCUMENTED.", "$comment": "UNDOCUMENTED" }
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"description": "The material instances for a block. Maps face or material_instance names in a geometry file to an actual material instance. You can assign a material instance object to any of these faces: \"up\", \"down\", \"north\", \"south\", \"east\", \"west\", or \"*\". You can also give an instance the name of your choosing such as \"my_instance\", and then assign it to a face by doing \"north\":\"my_instance\".",
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"required": [],
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"examples": [
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{ "*": {} },
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{ "custom_sides": {} },
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{ "up": {} },
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{ "down": {} },
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{ "north": {} },
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{ "south": "custom_sides" },
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{ "east": "custom_sides" },
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{ "west": "custom_sides" }
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],
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"type": "object",
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"additionalProperties": {
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"title": "Material Instance",
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"description": "The material instance for a block. Maps face or material_instance names in a geometry file to an actual material instance. You can assign a material instance object to any of these faces: \"up\", \"down\", \"north\", \"south\", \"east\", \"west\", or \"*\". You can also give an instance the name of your choosing such as \"my_instance\", and then assign it to a face by doing \"north\":\"my_instance\".",
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"oneOf": [
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{
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"type": "string"
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},
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{
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"type": "object",
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"additionalProperties": false,
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"properties": {
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"ambient_occlusion": {
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"title": "Ambient Occlusion",
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"type": "boolean",
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"default": true,
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"description": "Should this material have ambient occlusion applied when lighting? If true, shadows will be created around and underneath the block."
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},
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"face_dimming": {
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"title": "Face Dimming",
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"type": "boolean",
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"default": true,
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"description": "Should this material be dimmed by the direction it's facing?"
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},
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"render_method": {
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"title": "Render Method",
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"type": "string",
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"default": "opaque",
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"description": "The render method to use. Must be one of these options: opaque - Used for a regular block texture without an alpha layer. Does not allow for transparency or translucency. double_sided - Used for completely disabling backface culling. blend - Used for a block like stained glass. Allows for transparency and translucency (slightly transparent textures). alpha_test - Used for a block like the vanilla (unstained) glass. Does not allow for translucency, only fully opaque or fully transparent textures. Also disables backface culling.",
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"markdownDescription": "The render method to use. Must be one of these options: \nopaque - Used for a regular block texture without an alpha layer. Does not allow for transparency or translucency.\ndouble_sided - Used for completely disabling backface culling.\nblend - Used for a block like stained glass. Allows for transparency and translucency (slightly transparent textures).\nalpha_test - Used for a block like the vanilla (unstained) glass. Does not allow for translucency, only fully opaque or fully transparent textures. Also disables backface culling.",
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"enum": ["opaque", "double_sided", "blend", "alpha_test"]
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},
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"texture": {
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"title": "Texture",
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"type": "string",
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"default": "",
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"description": "Texture name for the material."
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}
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}
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}
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}
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},
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"properties": { "*": { "$ref": "#/definitions/material_instance" } },
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"additionalProperties": { "$ref": "#/definitions/material_instance" }
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]
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}
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}
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