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2011.12.29.Log0401.txt

📄SVN 📅2011-12-29 💾1,0 KB 1 Parsed entries CON BUILD

Revision r2225

Besides the performance issues, there's another reason why changing the palette
'frequently' isn't such a good idea.  Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run.  This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.
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r2226 | helixhorned | 2011-12-29 06:26:30 -0800 (Thu, 29 Dec 2011) | 2 lines

CON: make the 'palette' player member actually return the player's palette ID
instead of -1. Setting is still only through 'setgamepalette'.
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r2225 | helixhorned | 2011-12-28 12:36:01 -0800 (Wed, 28 Dec 2011) | 7 lines

Besides the performance issues, there's another reason why changing the palette
'frequently' isn't such a good idea.  Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run.  This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.
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