mentos987
mentos987
The functions in util.cpp all iterate over all pixels, one at a time, to do modifications. The optimisations here are mostly about using SIMD (Single instruction, multiple data), low grade...
A completed collection of my add_overlay PRs. Cleaned up into commits that should be easy for review. Contains: animation, multihex, parallax, pixel_offset_x, pixel_offset_y, layer and duration. Called in WML like:...
### Game and System Information - **Version:** 1.19.18 - **OS:** Win 10 This is an old issue that everyone seems to have. ### Description of the bug See the diagonal...
Reworks how animation timers are handled. Done because I consider the old system hard to understand and inefficient in its time keeping. Major changes: 1. Migrates animation time management to...
Solves feature request: https://github.com/wesnoth/wesnoth/issues/9746 Solves bug: https://github.com/wesnoth/wesnoth/issues/10685 Solves bug: https://github.com/wesnoth/wesnoth/issues/6203 Note that this requires follow up work to fully clean up the bugs. We need someone to comb through the...
### Game and System Information - **Version:** 1.19.17 - **OS:** Win 10 ### Description of the bug You may already know of this one. Terrain foreground does not play nice...
Enables parallax visuals for units by using new input: parallax_mult Used inside unit.cfg files like: ``` [frame] image="units/bats/bloodbat-ne-[3,4].png:[1,100]" parallax_mult=1.05 [/frame] ``` This commit includes changing of Bat_Blood.cfg as a test...
This introduces a new cache system for **intermediate modified surfaces** within `load_image_sub_file()`. This significantly reduces duplicate work by avoiding the repeated, expensive process of cloning a base surface and applying...
fixes #7626 This is an old issue where we miss redrawing some hexes that contained the last frame. This happens as the unit moves quickly, in this case from a...
### Describe the desired feature Right now we do a green colour shift on a unit if it has status effect poisoned. I suggest we remove that and replace it...