NE and SE base/standing frames. Defending and pincer-ing animations for both NE- and SE-facing frames. Stinger animation for SE-facing frames. Portrait replaced.
Sceptre (15x4) is now stronger than the uncut ruby of fire (14x4) for
regular mainline users Thursagan and Konard II. Level 3 Konrad & Li'sar
in HttT are still exceptional users of the sceptre (18x4 & 16x4).
From discussions with zookeeper in irc.
[ci skip]
Something was screwy about these image's alpha. Normally when I remove an alpha channel in GIMP,
it shows up white. With these images, it showed up black. Maybe they had an embedded palette or
something, I don't know, but the problem is fixed.
Something must have changed in SDL 2.0.6 that caused this issue to appear. Not sure if anything
needs to be patched in our source code, though (but not likely)
Squash and merge for three carpets terrain PR.
* Initial commit for carpets. WML, alignment, and demo only, images are unshaded place-holders.
* adding basic shading and better corner images
* completed shading for existing images
* refined large corner carpet rules
* got rid of some commented out leftovers
* initial commit for cave rug, Iwd
* regular carpet files, incomplete for now
* completed regular rug
* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes
* fixing some transition WML filtering for Urc (cave carpet)
* moving all chasm transitions to lower layer -290 from -90, not just those next to I* terrain
* adding a couple more stone_tile-chasm transition images
This should address the multiple gate terrain listing in issue #1990 . Whether gates are an embellishment (not worthy of a help entry) or not could be a different discussion. The overlay issue mentioned in the same issue is probably also best addressed specifically, not tied to the gate-terrain-help question.
Commit d63fe4a96e of #1939 changed the floor base image layering, causing problems with various terrains (cave floors, hills, mountains). This ought to fix them by letting the floors transition on top of those terrains, although it might not in all cases look as pleasing as the old way of having those terrains transition on top of floor. So, it might be desirable to supersede this with a different fix later.
* stone tile floor, only very basic transitions so far, not finished
* better transitions for stone floor tiles
* various clean-ups to stone tiles
* chasm transitions for stone tiles
* some more work on stone_floor-chasm transition images
* some corrections to terrain rules, mostly related to one of the I* terrain codes
* work on transitions, introducing new macro dealing with the case of three adjacent terrains
* transition images that use the now existing rules
* using new macro and changing some filters and layering (mostly related to terrain code Irs)
* transitions
* deleted some place-holders that were uploaded by accident
- Shamans' top part of the hood was cut
- Sorceress and Enchantress had the same profile with different croppings
- Show slightly more of the light frame of the Sylph's staff
- Show more of the Druid
By allowing one frame's worth of random shift to the animation start times, the load of redrawing water hexes is distributed more evenly across frames instead of all water always getting redrawn in the same frame. The visual impact of having animations in adjacent hexes be one frame apart should be practically imperceptible, although visibility in screenshots might be a legitimate problem.
Transition animations are kept synced, because there can be up to six transition images on one hex so it seems safer performance-wise to draw all transitions in the same frame instead of letting them all get individually shifted.
Also increased the frame durations from 100 to 125.