This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
* WIP some projectile effects
* fix segfault
* Laser smoothing and glow via post-processing blur magic
TODO: make it optional
* fix memory corruption
* fix memory corruption for realsies now
* fix color_get_hsl for out-of-range colors
* some more bullet flare tweaks
* some lame clear effect workarounds
* spawn bullet flares after frame 0; looks better and fixes some problems
* New baryon explosion; fix petal_explosion; leanify everything
* Add missing bullet flare sprite, rebuild main atlas
* improve batching efficiency with bullet spawn flares
* forgot git add
* Group projectiles/particles by shader where possible
* Another take on baryon explosion; make fg framebuffers 16bit
* WIP some settings for toasters
* remove stupid debug log
* microoptimization that probably does nothing anyway
* somewhat more intuitive quality settings
* Whitelist more particles (MarisaB is on hold)
* Whitelist (and fix) some more stage6 particles (mostly ToE)
* Add a spell name background
* Experimental radial healthbar for bosses
* healthbar tweaks
* thiccer healthbars in response to feedback
* remove healthbar survival timer; just fade out on survivals
* Add linear healthbars option; WIP other boss HUD tweaks
* Use the proper spell card name format
* New font and some random garbage to go along with it
* Generate static font outlines for use in text shaders
* Use outlines in overlay text shader
* Complete boss HUD/healthbar fading logic
* fix boss timer limit
* stage5 bombs explosion effect
* split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE;
introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two
values OR'd together)
simplify vampiric vapor bullet spawning effect
* Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters)
* lower particle density in v.vapor in minimal mode
* graze effect tweaks
* fix text shortening, tweak replay menu layout
* stupid debug spam
* revisit grazing effects again
* dumb debug spam again
* improve boss attack timer
* overlay effect for boss deaths (similar to the player one)
* spice up spellcard declaration (HUD)
* don't spawn boss death overlay if fleed
* modify Exo2 font to use tabular figures
* adjust replay menu for the font change
* draw timer & power with standard font (phasing out the numbers font)
* WIP new HUD; random fixes/tweaks
* hud: move difficulty indicator
* hud: move debug stuff around
* preloads, mostly
* fix youmuA batching conflict
* shitty workaround for the shitty screenshake shit
* remove extraspell lag by stopping to draw stagebg sooner
which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells!
* new stain particle
* i disabled background rendering…
* "batch" marisa_b masterspark draws
* remove these once a new atlas is generated
* make toe quick again
* hopefully fix all occurences of changed stain and ScaleFade behavior
* tweaking reimu_a and toe boson launch effects
* make lhc fast again
* softer involnerability effect
* fix stage 1 snow on the water bug (and improve performance)
translated the time to the future a bit because it only seemed to be an issue for small time values
* remove unnecessary spawnflare from toe
* tone down extra spell start effect
* experimental ReimuB gap shader optimization
* fix python3 shebangs
* generate simple blur shaders w/ hardcoded kernels
* New loading screen
* lasers: fix incorrect draw hook registration
* add webp support for atlas generator
* Use ImageMagick for atlas composition (adds 16-bit support)
* Atlas maintenance
* make the vampiric vapor bullets less prone to invisibility
* Revert a few particles to the quadratic fade curve
* experimental baryon effect
* improve baryon sprites
* disable the baryon effect on minimal postprocessing setting
* WIP premultiplied alpha
* WIP color API rework (doesn't build yet; lots of things left to convert)
* convert everything remaining to new Color api except stage*_event.c files
* convert the stages to new Color api. builds & runs now; still many rendering errors
* fix the bullet shader for premultiplied alpha
* fix masterspark, graphs and stage 1 fog clouds
* fix marisa_b and most of spellcards
* Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD
* fix a segfault in stage 6
undo accidental earlier change
* fix text_hud.frag.glsl
* fix scuttle bg and remaining stage3 BLEND_ADDs
* fix marisa laser opacity
* hacky fix for myon
The old implementation relied on alpha being stored inside p->color. In
premul alpha this doesn’t work and functions like color_set_opacity
can’t solve this i think.
So I tried messing around with it until it looked somewhat similar.
* fix marisa_b stars
* remove color_set_opacity i overlooked
* more plrmode blending changes
* fixup additive blending in stage 1
* various premultiplied alpha fixups for bosses and enemies
* stage 2 premul alpha fixups
* stage 4 premul alpha fixups
* stage 5 premul alpha fixups
* stage 6 premul alpha fixups
* make lasers also use the PMA blend mode
* remove PFLAG_DRAWADD and PFLAG_DRAWSUB
* fix remaining PMA issues in menus
* lame extraspell bg workaround
* fix item alpha
* make marisaA lasers look somewhat like in master
* fix marisaA bomb background fadeout
* fixup various r_color4 calls
* fix myon
* remove dead code
* fix use of BLEND_ADD in player death effect
* fix myon shot trails (broken on master as well)
* fix myon shot fade-in
* extend the sprite shaders custom parameter to a vec4
* fix youmuB stuff and make it look somewhat better.
the code looks even worse though.
* wip projectile prototypes
* Partial fix for replay desyncs
* some YoumuA fixes
* fix various ToE problems
* fix MarisaB
* fix master spark
* fix iku slave particle position
* this timeout was somehow halved during the changes
* remove some v1.2 compat hacks
* WIP version of toe
* some toe adjustments
* toe first phase tweaks
* make the last phase less dense
* tweak the shifts in toe phase 1
* added some comments and adjusted the first phase, transition after higgs
* ToE bells and whistles
* fix invisible scythe
* fixed the single particle
* audio_mixer: revert audio_backend_sound_stop_loop to use Mix_HaltChannel
* ToE: some difficulty scaling and other tweaks
* made the boson colors use hsl
* Elly: ToE transition, some fixes
* Add ToE bgm (elly phase 3)