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added battle transition into overworld
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@@ -16,6 +16,28 @@
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### Added
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- **A fade out of a battle, where there used to be a hard cut.** The engine
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wipes INTO a fight with one of the original's eight transitions and cuts
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straight out of it: `BattleState:finish` pops itself and the map is simply
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there on the next frame. Between a white field and a tile map the original got
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away with that; between a placed camera looking across an arena and a diorama
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looking down on a walking player it reads as a glitch. The battle now fades to
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black, closes behind it, and the map fades up out of it -- twelve frames each
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way, registered as a `voxel_battle_exit` transitions record so the timing is
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retunable in data like the wipes it answers.
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Only while voxel mode is on, and then for EVERY battle, including one that
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found no arena and drew on the flat battle screen: what is being smoothed over
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is the return to the map, and the map is a diorama either way. With the mode
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off, the vanilla cut is untouched.
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One black rectangle over the FINISHED composite does the fading, so the world,
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the letterbox bars and the battle's own text box all darken by the same amount
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-- the renderer's existing warp-fade overlay is painted between the world and
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the UI, which would have left the text box bright over the black. A blackout's
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own warp fade or an evolution prompt still owns the way out when it takes the
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screen: the fade stops at the cut rather than fading in over the top of it.
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- **A `FULL` rung on the VOXEL row**, directly after `OFF`. One choice that
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puts the whole mode in its intended state -- the 35-degree camera, the
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miniature blur at maximum, the horizon flat, the view fitted, and battles
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