Caves of Qud

Caves of Qud

Dynamic Background Color
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Update: 23 Nov, 2023 @ 2:33pm

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

Update: 18 Nov, 2023 @ 10:19pm

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

Update: 3 Aug, 2022 @ 6:45pm

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

Update: 16 Apr, 2021 @ 11:39am

Version 4.2:
- 2.0.202.48 beta compatibility fixes
- code cleanup

Update: 22 Dec, 2020 @ 7:10pm

Version 4.1:
- code cleanup (no functional changes)

Update: 18 Dec, 2020 @ 11:18am

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

Update: 5 Dec, 2020 @ 5:18pm

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

Update: 1 Dec, 2020 @ 9:20pm

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

Update: 1 Dec, 2020 @ 7:19pm

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

Update: 19 Nov, 2020 @ 9:17pm

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").