# HG changeset patch # User Wuzzy # Date 1543883474 0 # Node ID c1a5d8894bd077464b8809d1004945ca8c0ec034 # Parent 11fce1b6d39bf8f5d09c4c7516d8fd01ce9720eb LuaLibraryUtils: Add U_LAND_TINT_* diff -r 11fce1b6d39b -r c1a5d8894bd0 LuaLibraryUtils.wiki --- a/LuaLibraryUtils.wiki Tue Dec 04 00:25:56 2018 +0000 +++ b/LuaLibraryUtils.wiki Tue Dec 04 00:31:14 2018 +0000 @@ -17,4 +17,12 @@ Completely fill the current map with land. Requires `MapGen` to be set to `mgDrawn`. `FlushPoints()` will be called at the end, unless `flush` is set to `false`. == `eraseMap([flush])` == -Completely erase all land from current map. Requires `MapGen` to be set to `mgDrawn`. `FlushPoints()` will be called at the end, unless `flush` is set to `false`. \ No newline at end of file +Completely erase all land from current map. Requires `MapGen` to be set to `mgDrawn`. `FlushPoints()` will be called at the end, unless `flush` is set to `false`. + +== Standardized land tint colors == +There are some “standard” tint colors for placed girders and other sprites which are defined to allow more consistency, if it is desired. These values are used in !TechRacer, !HedgeEditor and the basic movement training to colorize girders consistently: + +* `U_LAND_TINT_NORMAL`: Normal land +* `U_LAND_TINT_ICE`: Icy land +* `U_LAND_TINT_INDESTRUCTIBLE`: Indestructible land +* `U_LAND_TINT_BOUNCY`: Bouncy land \ No newline at end of file