mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 06:11:10 +02:00
fixed water not animating in red++
This commit is contained in:
+118
-8
@@ -29,12 +29,32 @@
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local Assets = require("src.render.Assets")
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local TileRenderer = require("src.render.TileRenderer")
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local PaletteFX = require("src.render.PaletteFX")
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local TerrainAtlas = {}
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local cache = {}
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local cacheData = {} -- the pixels behind the atlases we baked ourselves
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local animated = {} -- key -> one map's private, mutable animated atlas
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-- false = given up on; nil = not built (or retrying)
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local attempts = {} -- key -> consecutive failures, for the retry budget
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-- A failure that might not repeat -- a driver refusing one readback, an
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-- asset briefly unreadable, a patch that threw once mid-reload -- must not
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-- cost the animation for the rest of the session. It used to: the key was
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-- condemned to `false` on the first miss and nothing ever rebuilt it, so
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-- water stopped moving and stayed stopped until a hot reload.
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--
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-- Retry a few times, then give up for good so a genuinely broken atlas is
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-- not rebuilt on every frame forever.
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local MAX_ATTEMPTS = 3
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local function attemptFailed(key)
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local n = (attempts[key] or 0) + 1
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attempts[key] = n
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if n >= MAX_ATTEMPTS then return false end -- condemn it
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return nil -- rebuild next frame
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end
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local function paletteKey(colors)
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local parts = {}
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@@ -207,6 +227,9 @@ local function readback(image)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(image, 0, 0)
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love.graphics.setBlendMode("alpha", "alphamultiply")
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-- LOVE refuses newImageData on the currently-active canvas, so the
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-- previous target has to come back BEFORE the read, not just after
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love.graphics.setCanvas(prev)
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local out = canvas:newImageData()
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if canvas.release then canvas:release() end
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return out
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@@ -215,6 +238,72 @@ local function readback(image)
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return ok and data or nil
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end
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-- RED++'s per-map atlas, rebuilt on the CPU.
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--
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-- This is the case that has no pixels anywhere: `getGbcAtlas` bakes one
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-- ImageData per map, hands the texture to the renderer and drops the
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-- pixels on the floor. Without them the animated tiles cannot be patched,
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-- which is why water and flowers stood still under RED++ and nowhere else.
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--
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-- The readback below can recover them from the texture, but it is at the
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-- mercy of whether the driver will read a canvas back, and it costs a GPU
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-- sync mid-frame. Everything the engine baked FROM is public, so bake it
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-- again instead: the raw art, the per-tile palette group, the group's
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-- colours, and the same recolorSample cutoffs. Deterministic, no driver
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-- involved, and it can be tested without a GPU.
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--
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-- It does mirror engine logic and could drift from getGbcAtlas if that
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-- changes -- the readback stays behind it as the exact-but-fragile route.
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local function gbcPixels(map)
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local renderer, tileset = map.renderer, map.tileset
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local data = renderer and renderer.data
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if not (data and tileset and love.image and love.image.newImageData) then
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return nil
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end
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local ok, out = pcall(function()
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local groupColors = PaletteFX.worldGroupColors(data, tileset.id, map.id, nil)
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if not groupColors then return nil end
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local src = Assets.imageData(tileset.image)
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local iw, ih = src:getDimensions()
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local perRow = tileset.tilesPerRow or 16
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local total = (iw / 8) * (ih / 8)
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local dst = love.image.newImageData(iw, ih)
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local function bake(from, to, colors)
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local sxo, syo = (from % perRow) * 8, math.floor(from / perRow) * 8
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local dxo, dyo = (to % perRow) * 8, math.floor(to / perRow) * 8
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for py = 0, 7 do
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for px = 0, 7 do
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local r, g, b, a = src:getPixel(sxo + px, syo + py)
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r, g, b, a = TileRenderer.recolorSample(r, g, b, a, colors)
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dst:setPixel(dxo + px, dyo + py, r, g, b, a)
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end
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end
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end
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local tileColors = {}
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for t = 0, total - 1 do
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local colors = tileColors[t]
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if colors == nil then
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local group = PaletteFX.worldGroupAt(tileset.id, map.id, t)
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colors = (group and groupColors[group + 1]) or false
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tileColors[t] = colors
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end
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bake(t, t, colors)
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end
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-- duplicate-tile aliases: the same graphic baked into a spare slot
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-- under a second palette group, so cells drawing the alias colour apart
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for _, al in ipairs(PaletteFX.TILE_ALIASES
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and PaletteFX.TILE_ALIASES[map.id] or {}) do
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if al.alias < total then
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bake(al.tile, al.alias, groupColors[al.group + 1])
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end
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end
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return dst
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end)
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return ok and out or nil
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end
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-- The pixels behind the atlas texture the engine is drawing with, for the
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-- frames where we did not bake one ourselves (staticAtlas returns `false`
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-- for its own bake whenever the palette is absent, RED++ already baked, or
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@@ -238,7 +327,9 @@ local function rendererPixels(map)
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local ok, data = pcall(TileRenderer.atlasImageData, renderer)
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if ok and data then return data end
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end
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if renderer.gbcAtlas then return readback(renderer.image) end
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if renderer.gbcAtlas then
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return gbcPixels(map) or readback(renderer.image)
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end
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local ok, data = pcall(Assets.imageData, map.tileset.image)
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return ok and data or nil
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end
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@@ -294,18 +385,23 @@ end
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TerrainAtlas._animFrame = animFrame -- named for the suite
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-- false = this can never work and asking again is waste; nil = it did not
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-- work THIS time and might next. The caller latches the first and retries
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-- the second (see attemptFailed).
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local function newEntry(map, base, baked)
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local tileset = map.tileset
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local specs = specsFor(tileset)
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if not specs then return false end
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if not specs then return false end -- nothing on this tileset animates
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if not (love.image and love.image.newImageData
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and base.replacePixels) then
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return false
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return false -- no pixel access on this machine
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end
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-- the pixels the atlas texture was built from: our own SGB bake when we
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-- made one, else whatever the engine's renderer is drawing with
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-- made one, else whatever the engine's renderer is drawing with. A
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-- readback can fail for one frame and work the next, so this is a
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-- retryable miss rather than a verdict.
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local src = baked or rendererPixels(map)
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if not src then return false end
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if not src then return nil end
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local ok, entry = pcall(function()
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local w, h = src:getDimensions()
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@@ -351,8 +447,14 @@ function TerrainAtlas.animate(map, colors, base, baked)
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local entry = animated[key]
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if entry == nil then
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entry = newEntry(map, base, baked)
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if entry then entry.mapId = perMap end
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animated[key] = entry
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if entry then
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entry.mapId = perMap
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animated[key] = entry
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else
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-- false from newEntry is a verdict (nothing animates on this tileset,
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-- no pixel access at all); nil is a miss that may not repeat
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animated[key] = (entry == false) and false or attemptFailed(key)
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end
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end
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if not entry then return nil end
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@@ -375,10 +477,17 @@ function TerrainAtlas.animate(map, colors, base, baked)
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entry.image:replacePixels(entry.data)
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end)
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if not ok then
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animated[key] = false
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-- drop the entry rather than condemning the key: the next frame
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-- rebuilds and tries again, and attemptFailed gives up eventually
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animated[key] = attemptFailed(key)
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return nil
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end
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end
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-- Only a frame that got all the way here counts as healthy. Clearing the
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-- budget on a successful BUILD instead would never let it run out: an
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-- entry that builds fine and fails on upload would rebuild every frame,
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-- forever, which is worse than either animating or giving up.
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if attempts[key] then attempts[key] = nil end
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return entry.image
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end
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@@ -446,6 +555,7 @@ end
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function TerrainAtlas.invalidate()
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cache = {}
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cacheData = {}
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attempts = {}
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for _, entry in pairs(animated) do
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if entry and entry.image and entry.image.release then
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pcall(entry.image.release, entry.image)
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@@ -208,11 +208,16 @@ love.image = { newImageData = function(a, b)
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return fakePixels() -- the "decoded from a path" overload
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end }
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-- animate() only uploads when the animation step actually turns over, so
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-- counting replacePixels is how the suite sees the step move from outside
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local patches = 0
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-- counting replacePixels is how the suite sees the step move from outside.
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-- builds counts entries made, and uploadFails forces the upload to throw.
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local patches, builds, uploadFails = 0, 0, false
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love.graphics.newImage = function()
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builds = builds + 1
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return { setFilter = function() end,
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replacePixels = function() patches = patches + 1 end }
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replacePixels = function()
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if uploadFails then error("transient upload failure", 0) end
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patches = patches + 1
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end }
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end
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-- a tileset whose water tile rotates, i.e. one specsFor will accept
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@@ -281,6 +286,51 @@ T.eq(love.graphics.getCanvas(), passCanvas,
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love.graphics.newCanvas = realNewCanvas
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love.graphics.setCanvas()
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-- 3c. RED++ WITH the renderer's data in hand: the atlas is rebuilt on the
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-- CPU from the raw art and the map's palette groups, so water animates
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-- under RED++ without asking the driver for anything. This is the case
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-- that was actually broken on hardware -- RED++ is the only mode where
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-- staticAtlas declines to bake, so it was the only mode whose animated
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-- tiles depended on a readback, and it stood still.
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TerrainAtlas.invalidate()
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local realNewCanvas2 = love.graphics.newCanvas
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love.graphics.newCanvas = function() error("driver refuses canvas readback", 0) end
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local redppMap = animatedMap("REDPP",
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{ image = base, gbcAtlas = true, data = Data })
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redppMap.id = "PALLET_TOWN" -- a map the palette groups know about
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redppMap.tileset.id = "OVERWORLD"
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local PaletteFX = require("src.render.PaletteFX")
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local modeWas = PaletteFX.mode
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PaletteFX.mode = "redpp"
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local okRedpp, redppImg = pcall(TerrainAtlas.animate, redppMap, nil, base, false)
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T.check(okRedpp and redppImg ~= nil,
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"RED++ animates from a CPU rebuild, with no readback available at all")
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PaletteFX.mode = modeWas
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love.graphics.newCanvas = realNewCanvas2
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-- 3d. A failure that might not repeat must not cost the animation for the
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-- rest of the session. It used to: the key was condemned on the first
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-- miss and nothing rebuilt it, so water stopped and stayed stopped.
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TerrainAtlas.invalidate()
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uploadFails = true
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T.eq(TerrainAtlas.animate(plain, nil, base, false), nil,
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"a patch that throws declines the frame")
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uploadFails = false
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local okRetry, retryImg = pcall(TerrainAtlas.animate, plain, nil, base, false)
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T.check(okRetry and retryImg ~= nil,
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"and the next frame rebuilds, rather than staying dead until a hot reload")
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-- but a key that keeps failing is given up on, not rebuilt every frame
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TerrainAtlas.invalidate()
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uploadFails = true
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for _ = 1, 6 do TerrainAtlas.animate(plain, nil, base, false) end
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local settledBuilds = builds
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for _ = 1, 6 do TerrainAtlas.animate(plain, nil, base, false) end
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T.eq(builds, settledBuilds,
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"a key that fails repeatedly is condemned rather than rebuilt forever")
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uploadFails = false
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TerrainAtlas.invalidate()
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-- 4. the reported path end to end: cycle every palette mode over a map with
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-- animated tiles. PaletteFX.pal returns nil for a mode with no world
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-- palette, which is the `colors = nil` that flips staticAtlas to no-bake.
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@@ -0,0 +1,119 @@
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-- Driver: WHY is the terrain animation not moving?
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--
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-- Water and flowers animate by rewriting their slots in a private copy of
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-- the tileset atlas once per step. That chain has several links and every
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-- one of them fails quietly -- the mode just keeps drawing a still atlas.
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-- This walks the chain in the LIVE game and prints where it stops, for the
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-- palette mode currently active.
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--
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-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/voxel_water_probe.lua lovec .
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--
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-- knobs (env):
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-- WATER_MAP map id (default PALLET_TOWN)
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-- WATER_SPOT "x,y[,facing]" (default 5,6,down)
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-- WATER_MODE palette mode to force (default: leave as-is)
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-- WATER_LEVEL voxel rung (default 3)
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local TileRenderer = require("src.render.TileRenderer")
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local PaletteFX = require("src.render.PaletteFX")
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local mapId = os.getenv("WATER_MAP") or "PALLET_TOWN"
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local level = math.floor(tonumber(os.getenv("WATER_LEVEL")) or 3)
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local sx, sy, facing = (os.getenv("WATER_SPOT") or "5,6,down")
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:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
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facing = (facing ~= "" and facing) or "down"
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local function say(...) print("[water] " .. string.format(...)) end
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if os.getenv("WATER_MODE") then PaletteFX.setMode(os.getenv("WATER_MODE")) end
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U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
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U.wait(20)
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Pipelines.setLevel("voxel", level)
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U.wait(30) -- outlast the camera tween
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local V = game.mods.exports["DRAMATIC_SHAPE"]
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V = V and V.lib
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if not V then return say("mod exports unreachable -- is it enabled?") end
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local TerrainAtlas = V.require("TerrainAtlas")
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local ow = game.overworld
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local map = ow and ow.map
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if not map then return say("no live map") end
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say("mode=%s (%s)", tostring(PaletteFX.mode),
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tostring(PaletteFX.modeLabel()))
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say("map=%s tileset=%s animation=%s", tostring(map.id),
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tostring(map.tileset.id), tostring(map.tileset.animation))
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-- 1. does the engine think this tileset animates at all?
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local specs = TileRenderer.defaultAnimatedTiles(map.tileset)
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say("engine animated specs: %d", specs and #specs or 0)
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if not specs or #specs == 0 then
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return say("STOP: this tileset declares no animated tiles")
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end
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-- 2. is the clock advancing? this is the seam the engine does not export
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local clock = TerrainAtlas._animFrame
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if not clock then return say("STOP: no clock accessor on TerrainAtlas") end
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local t0 = clock()
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U.wait(30)
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local t1 = clock()
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say("clock: %s -> %s (%s)", tostring(t0), tostring(t1),
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(t1 > t0) and "advancing" or "FROZEN")
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if t1 <= t0 then
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return say("STOP: the tile clock is not advancing -- animFrame seam lost")
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end
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-- 3. which pixel source is in play, and is an animated copy being made?
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local gbc = map.renderer and map.renderer.gbcAtlas
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say("renderer.gbcAtlas=%s renderer.data=%s",
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tostring(gbc and true or false),
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tostring(map.renderer and map.renderer.data ~= nil))
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if gbc then
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local groups = PaletteFX.worldGroupColors(map.renderer.data,
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map.tileset.id, map.id, nil)
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say("worldGroupColors: %s", groups and "present (CPU rebuild can run)"
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or "MISSING (CPU rebuild cannot run)")
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end
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local colors = nil
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local VoxelScene = V.require("VoxelScene")
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if VoxelScene._modeColors then
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colors = VoxelScene._modeColors(function(m)
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return PaletteFX.pal(game.data, ow:paletteNameFor(m or map))
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end, map)
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end
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say("colours for the bake: %s", colors and "present" or "nil (art as-is)")
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local img = TerrainAtlas.forMap(map, colors)
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local isCopy = img ~= nil and img ~= map.renderer.image
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say("forMap -> %s", img == nil and "NIL"
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or (isCopy and "an ANIMATED copy" or "the STATIC atlas (no animation)"))
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if not isCopy then
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return say("STOP: no animated copy -- the entry could not be built")
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end
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-- 4. does the copy actually change as the clock turns over?
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local seen, order = {}, {}
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for i = 1, 6 do
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local before = clock()
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U.wait(25) -- more than one 20-frame period
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local step = math.floor(clock() / 20) % 8
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if not seen[step] then seen[step] = true; order[#order + 1] = step end
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say(" sample %d: clock %s -> %s, water step %d",
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i, tostring(before), tostring(clock()), step)
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end
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say("distinct water steps seen: %d", #order)
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if #order <= 1 then
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say("STOP: the step is not turning over -- clock is moving but the")
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say(" period maths is not reaching a new step")
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else
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say("OK: the atlas is being repatched; if the WATER still looks still,")
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say(" the animated tiles are not in the terrain quads -- run")
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say(" voxel_anim_probe.lua, which dumps the atlas and counts where")
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say(" tile $14 ended up in the geometry")
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end
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end
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