Caves of Qud

Caves of Qud

Dynamic Background Color
正在显示第 1 - 10 项,共 13 项条目
< 1  2 >
更新于:2023 年 11 月 23 日 下午 2:33
作者:HunterZ

Reinstated 4.x hacks, but using null checks and Harmony traverse API where possible

更新于:2023 年 11 月 18 日 下午 10:19
作者:HunterZ

Major rework of how the background color is pushed to the game, and general code cleanup

更新于:2022 年 8 月 3 日 下午 6:45

Version 4.3:
- remove obsolete save compatibility hack in hopes of fixing compatibility with other folks' mods

更新于:2021 年 4 月 16 日 上午 11:39

Version 4.2:
- 2.0.202.48 beta compatibility fixes
- code cleanup

更新于:2020 年 12 月 22 日 下午 7:10

Version 4.1:
- code cleanup (no functional changes)

更新于:2020 年 12 月 18 日 上午 11:18

Version 4.0:
- Add option UI toggle for smooth transition feature
- Precalculate list of surface colors by turn on first lookup after start/load
- Use precalculated surface color targets for improved performance
- Jump straight to new target color when smooth transitions disabled

更新于:2020 年 12 月 5 日 下午 5:18

Version 3.0:
- switched from IPart-based design to a Harmony patch on XRL.World.Zone.Render()
-- avoids save game compatibility and mod remove/disable issues
-- avoids the need to explicitly disable serialization of fields
-- hopefully results in 1:1 correlation between callbacks and effective ability to apply color updates
- replace thinworld->JoppaWorld long callback delay protection with a more generic implementation that doesn't count any callback delays of >100ms towards smooth transition progress, due to discovery of additional potential cases
- lower night brightness to 75% and sunrise/sunset brightness to 87.5%
- apply brightness adjustments to table colors during class initialization instead of on every surface-level dynamic color calculation
- simplify indexing logic by hard-coding indexes, fixing potential wraparound bug
- restart smooth transition from current point if target color changes, fixing issues with repeatedly entering/exiting dungeons quickly
- throw exceptions for out of range values to aid in debugging
- simplify color finalization code
- always recalculate color if currently at default, fixing potentially getting stuck at default in some cases
- don't recalculate underground brightness unless depth changes or default color is set
- abort transition on reset to default color
- rearrange smooth transition logic to update stopwatch and apply transitional color *before* calculating next target color
- general cleanup/tweaks

更新于:2020 年 12 月 1 日 下午 9:20

Version 2.1:
- add a kludge to make old saves work with the new code changes

更新于:2020 年 12 月 1 日 下午 7:19

Version 2.0:
- use render callbacks instead of event handlers for realtime effects
- implement smooth realtime transitions between color targets (mainly for depth transitions)
- make underground colors one level darker
- set default color game end (fixes background left in weird state on abandon, and background set to default on save without quit)
- set default color on scoreboard show (better handling of thinworld sequence)
- move code to mod-specific namespace
- tons of code cleanup
- add manifest.json for nicer mod list display

更新于:2020 年 11 月 19 日 下午 9:17

Fixed "thin world" freeze by adding code to keep reverse color lookup table updated.

Changed to a new event handling scheme in order to handle more events.

Added code to revert to default background color on death, save, and leaving "Joppa world" (e.g. going to "thin world").