Brad Allred
Brad Allred
but what about it the PCs (circle size 2?) only occupied one tile?
It's unfortunately non-obvious, but I believe the `it.pixel` for `PixelFormatIterator` is always pointing to the first pixel. I think you need to use the `PixelFormatIterator::operator*`. Something like: `*it = SIDEWALL...
oh, I now realize that the `searchmap` there is the combo of material and SM. Might be better to adjust it down below: https://github.com/gemrb/gemrb/blob/c40242294773e97f4d6d02d33fade88b11417ad9/gemrb/plugins/AREImporter/AREImporter.cpp#L230-L243
I came back to see if any of our new knowledge of blend modes would help us here. It's clear after thinking about it, that there is almost certainly no...
It's possible that it's one of these palettes that is then combined with either a color mod or sepia. I still havent found any winning combinations, but here is a...
well I'm not saying there is no blending, only that blending wouldn't be able to ignore the roads and its also a high performance cost for an old game that...
its a bit smelly, since `Window` shouldn't be managing things, but its hard to complain about a one liner, so I suppose we could be pragmatic and just go with...
Right, `ResolveKey` would get called for `ALT`, but it's a non issue. I suppose the other thing is that it breaks the Android hack, because there is no way to...
incidentally, `GameControl::OnKeyRelease` appears to be the only override for the key release event. Other than this use, I don't know why we don't just handle everything in `GameControl::OnKeyPress` for consistency...
I was still going to push up the changes for the highlighting (check alt at draw time) to close this issue, if you don't object.