mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:00:50 +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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