much refined submerged land-to-water transitions...
...for most terrains, and layering glitch fixes.
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@ -20,6 +20,7 @@ Version 1.9.1+svn:
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* Much improved lava transitions.
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* A new desaturated ocean color (Wog).
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* New Waterfall automatically placed between chasm and water or swamp.
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* New Sand-to-Water transitions
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* Animations:
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* Standing anims: Fencer, Spearman, Dwarf Guard.
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* Idle anims: 2 for the Spearman.
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data/core/images/terrain/flat/shore-concave-bl-br.png
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data/core/images/terrain/flat/shore-concave-bl-l.png
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data/core/images/terrain/flat/shore-concave-br-bl.png
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data/core/images/terrain/flat/shore-concave-br-r.png
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data/core/images/terrain/flat/shore-concave-l-bl.png
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data/core/images/terrain/flat/shore-concave-l-tl.png
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data/core/images/terrain/flat/shore-concave-r-br.png
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data/core/images/terrain/flat/shore-concave-r-tr.png
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data/core/images/terrain/flat/shore-concave-tl-l.png
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data/core/images/terrain/flat/shore-concave-tl-tr.png
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data/core/images/terrain/flat/shore-concave-tr-r.png
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data/core/images/terrain/flat/shore-concave-tr-tl.png
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data/core/images/terrain/flat/shore-convex-bl-br.png
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data/core/images/terrain/flat/shore-convex-bl-l.png
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data/core/images/terrain/flat/shore-convex-br-bl.png
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data/core/images/terrain/flat/shore-convex-br-r.png
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After Width: | Height: | Size: 8.4 KiB |
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data/core/images/terrain/flat/shore-convex-l-bl.png
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data/core/images/terrain/flat/shore-convex-l-tl.png
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After Width: | Height: | Size: 7.2 KiB |
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data/core/images/terrain/flat/shore-convex-r-br.png
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After Width: | Height: | Size: 7.6 KiB |
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data/core/images/terrain/flat/shore-convex-r-tr.png
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data/core/images/terrain/flat/shore-convex-tl-l.png
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data/core/images/terrain/flat/shore-convex-tl-tr.png
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data/core/images/terrain/flat/shore-convex-tr-r.png
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data/core/images/terrain/flat/shore-convex-tr-tl.png
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After Width: | Height: | Size: 6.5 KiB |
Before Width: | Height: | Size: 5.7 KiB After Width: | Height: | Size: 8.4 KiB |
Before Width: | Height: | Size: 7 KiB After Width: | Height: | Size: 9.8 KiB |
Before Width: | Height: | Size: 5.4 KiB After Width: | Height: | Size: 8.2 KiB |
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 9.9 KiB |
Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 9.2 KiB |
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 9.1 KiB |
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 9.6 KiB |
Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 9.6 KiB |
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 6.9 KiB After Width: | Height: | Size: 9.4 KiB |
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Before Width: | Height: | Size: 7.4 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 7.8 KiB After Width: | Height: | Size: 9.5 KiB |
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 8 KiB After Width: | Height: | Size: 9.7 KiB |
Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 6.8 KiB After Width: | Height: | Size: 8.7 KiB |
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 6.8 KiB After Width: | Height: | Size: 8.7 KiB |
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@ -668,7 +668,7 @@
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# water animation under swamp is not really visible, so we disable it for now
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{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,W*,D*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
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{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,W*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
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@ -721,19 +721,21 @@
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{TRANSITION_COMPLETE_L (Sm) (R*,D*,Xv,_off^_usr) -310 swamp/mud-to-land}
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# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
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{TRANSITION_COMPLETE_L Dd R* -330 sand/desert}
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{TRANSITION_COMPLETE_L Ds R* -330 sand/beach}
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{TRANSITION_COMPLETE_L Hd R* -331 hills/desert}
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{TRANSITION_COMPLETE_L Dd R* -510 sand/desert}
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{TRANSITION_COMPLETE_L Ds R* -510 sand/beach}
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{TRANSITION_COMPLETE_L Hd R* -510 hills/desert}
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# To test the new beach macro, uncomment this and then comment out the other
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# ones underneath it...
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#{NEW:BEACH D* W* sand/shore}
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{NEW:BEACH D*,Hd W* sand/shore}
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# Special sand to water transitions
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{TRANSITION_COMPLETE_LF D*,Hd (W*,Ss) -490 double sand/sand-out}
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{TRANSITION_COMPLETE_LF (W*,Ss) (Dd,Ds,Hd) -491 double sand/sand-in}
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{TRANSITION_COMPLETE_L (W*,Ss) (Dd,Ds,Hd) -492 sand/sand-in}
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{TRANSITION_COMPLETE_L D*,Hd (W*,Ss) -493 sand/sand-out}
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{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*,W*,Ss) -499 hills/desert}
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#{TRANSITION_COMPLETE_LF D*,Hd (W*,Ss) -490 double sand/sand-out}
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#{TRANSITION_COMPLETE_LF (W*,Ss) (Dd,Ds,Hd) -491 double sand/sand-in}
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#{TRANSITION_COMPLETE_L (W*,Ss) (Dd,Ds,Hd) -492 sand/sand-in}
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#{TRANSITION_COMPLETE_L D*,Hd (W*,Ss) -493 sand/sand-out}
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{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*,W*,Ss) -510 hills/desert}
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{TRANSITION_COMPLETE_L Rr (!,Rr,W*,Ai) -320 flat/road}
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@ -744,19 +746,19 @@
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{TRANSITION_COMPLETE_LF *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*) -330 transition2 embellishments/mushroom-farm}
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{TRANSITION_COMPLETE_L Ds (!,Ds,W*,S*,Ai) -500 sand/beach}
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{TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*,Ai) -500 sand/desert}
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{TRANSITION_COMPLETE_L Ds (!,Ds,W*,S*,Ai) -510 sand/beach}
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{TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*,Ai) -510 sand/desert}
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# Dirt transitions are double sided
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{TRANSITION_COMPLETE_LF (!,Rd,Rr*,Hh*,M*,Q*) Rd -370 inside flat/desert-road}
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{TRANSITION_COMPLETE_L Rd (!,Rd,W*,Ai,Q*) -371 flat/desert-road}
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{TRANSITION_COMPLETE_LF (!,Rd,Rr*,Hh*,M*,Q*,D*) Rd -370 inside flat/desert-road}
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{TRANSITION_COMPLETE_L Rd (!,Rd,W*,Ai,Q*,D*) -371 flat/desert-road}
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{TRANSITION_COMPLETE_LF (!,Re,Rr*,Hh*,M*,Q*) Re -379 inside flat/dirt}
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{TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*) -380 flat/dirt}
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{TRANSITION_COMPLETE_LF (!,Re,Rr*,Hh*,M*,Q*,D*) Re -379 inside flat/dirt}
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{TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*,D*) -380 flat/dirt}
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{TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*) Rb -384 inside flat/dirt-dark}
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{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*) -388 flat/dirt-dark}
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{TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*,D*) Rb -384 inside flat/dirt-dark}
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{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*,D*) -388 flat/dirt-dark}
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# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
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@ -777,20 +779,21 @@
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# we just draw this again (invisible below the base layer) to set the transition flags
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{TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
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{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged castle/castle-to-water}
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#{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged castle/castle-to-water}
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# The same transition is repeated here because the non-submerged parts are different, so multiple lines are needed to make the submerged part line up
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{TRANSITION_COMPLETE_LF (Mm,Hh) W* -511 submerged flat/bank-to-water}
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{TRANSITION_COMPLETE_LF (Md,Hhd,Mv) W* -511 submerged flat/bank-to-water}
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{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged flat/bank-to-water}
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{TRANSITION_COMPLETE_LF (R*,G*,Mm,Md,Mv,H*) W* -511 deeper-submerged flat/bank-out}
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{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) W* -512 submerged cave/bank-to-water}
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{NEW:BEACH (R*,G*,U*,M*,H*,Xu*,Ql*,!,Chw,Khw,Khs,!,C*,K*) W* flat/shore}
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#{TRANSITION_COMPLETE_LF (Mm,Hh) W* -511 submerged flat/bank-to-water}
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#{TRANSITION_COMPLETE_LF (Md,Hhd,Mv) W* -511 submerged flat/bank-to-water}
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#{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged flat/bank-to-water}
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#{TRANSITION_COMPLETE_LF (R*,G*,Mm,Md,Mv,H*) W* -511 deeper-submerged flat/bank-out}
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#{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) W* -512 submerged cave/bank-to-water}
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# Water Transitions below everything else
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford}
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,S*,Xv,_off^_usr) -515 transition2 water/ford}
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# Double-sided animated transitions for water-to-water and sand-to-water
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