Wallpaper Engine

Wallpaper Engine

Customizable Module Visualizer
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更新: 2019年4月21日 @ 1時25分

- Background Grid now uses same update ticker as the other visuals (minor efficiency improvement)

- Rewritten Audio Channel Mixer to create a lot less garbage to be collected :P

更新: 2019年4月20日 @ 14時33分

Minor tweaks:

- Optimized code

(decreased memory usage by ~16% -- This should also trigger the Garbage Collector less often for a more 'smooth' experience)

更新: 2019年4月20日 @ 13時11分

Added :

Layers (Z-Index) for main visuals : Visualizer 1, Visualizer 2, Confetti & Foreground Image

It's possible to re-arrange the order of drawing of these 'visuals' on the Main canvas now


Fixed :
- Small optimizations to code

更新: 2019年4月18日 @ 11時46分

Hotfix :
- 'Pulse' Effect didn't work with 'Brightness Decrease' set to '0'

更新: 2019年4月18日 @ 11時38分

ADDED:
- basic iCUE integration ( please let me know your feedback! )

CHANGED:
- Default settings now properly 'match' the preview image :P

FIXED:
- Some minor issues in the settings that didn't work well together (settings from vis 2 has a dependency on settings in vis 1)

更新: 2019年4月13日 @ 15時14分

- Completely revamped how the effects on the background work. They should now be identical to the Visualizer Effects

更新: 2019年4月13日 @ 9時29分

Hotfix:
- Typo in code disabled 'bounce' for visualizer if certain Idle settings where set (even though wallpaper was not in idle mode)

更新: 2019年4月13日 @ 7時31分

Hotfix:
- BassMultiplier returned '0' instead of '1' when Idle State was active

更新: 2019年4月13日 @ 7時21分

Bug fiix:

- Checkbox in Confetti to ignore Idle State now functions properly
- Checkbox in idle state to ignore effects now functions properly

Change:
- Confetti now has more 'randomness' in speed. Will probably make this into a settings soon

更新: 2019年4月13日 @ 3時34分

- BugFix : I somehow missed a multiplication error. Which made all Bass Effects 5 times stronger than expected.... Everything should be normal now.... -- Sorry for the inconvenience

- Small Fixes : Aligned Visualizer and Background effects ( did a check on all effect multipliers to make sure every effect is applied the same way... )

- Minor Improvement : FPS Counter got rendered on the first loading frame - this is no longer the case if it's disabled