Troy
4c8d500215
Seems someone improved drawline() - fixed for this
2024-07-12 22:12:59 -04:00
Troy
52130e176c
Merge branch 'mdev' into 3DGEQ
2024-07-12 22:10:39 -04:00
Troy
ce8f01bf90
Bugfixed GEQ 3D
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Bug fixes after lots of testing, better settings, etc.
Big thanks to @netmindz for restructuring the code.
Add rough distance stop to Segment::drawLine()
2024-07-12 22:03:33 -04:00
Will Tatam
aed861d063
GEQ Laser use SEGMENT.data
2024-07-10 23:58:35 +01:00
Will Tatam
8f4380b075
Rename 3D GEQ to GEQ Laser
2024-07-10 23:51:53 +01:00
Will Tatam
bda4bbeeec
3D GEQ - fade speed
2024-07-10 23:00:42 +01:00
Will Tatam
3fd8078722
3D GEQ - customisable number of bands
2024-07-10 09:40:40 +01:00
Will Tatam
cb3d06bc89
3D GEQ - variable front brightness
2024-07-10 09:24:26 +01:00
Will Tatam
f6cd28cea2
3D GEQ - customisable number of bands
2024-07-10 09:20:58 +01:00
Will Tatam
45f288a2f2
3D GEQ - make front brightness a control
2024-07-10 08:59:05 +01:00
Will Tatam
2d7e416879
;
2024-07-10 08:33:42 +01:00
Will Tatam
e452d4d316
Add @TroyHacks 3D GEQ
2024-07-10 08:26:07 +01:00
Will Tatam
e2f23542f5
Add @TroyHacks 3D GEQ
2024-07-10 08:25:40 +01:00
Blaz Kristan
2aad3f5356
Antialiased line & circle
2024-06-26 22:40:59 +02:00
Troy
93ec9b9151
Stop double first pixel on waterfall effect
2024-06-25 23:28:33 -04:00
Brandon502
9ef8ff6a16
GoL - Redraw loop changes
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Merged generation == 1 checks into standard checks.
2024-06-20 01:07:52 -04:00
Brandon502
086b0e3e0e
GoL - Game start transition
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Starting alive cells are randomly colored in and bg fades on game start.
2024-06-19 23:09:31 -04:00
Brandon502
4aee7eb6c6
GoL - Small fix
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Remove redundant check
2024-06-19 19:00:14 -04:00
Brandon502
e8e784ddcd
GoL CRGB changed to uint32 & color_blend()
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Other small changes.
2024-06-19 15:25:51 -04:00
Brandon502
015260c5ad
GoL - Small color fix and glider detection change.
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Wrap is disabled if only 5 remaining alive cells (Glider).
2024-06-09 15:50:07 -04:00
Brandon502
5a6d80f30b
GoL - Correct data allocation
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Fixed overlooked data allocation after switching gliderLength to uint16.
2024-06-05 12:41:36 -04:00
Brandon502
c655db3864
GoL - gliderLength switched to uint16_t
2024-06-05 11:46:23 -04:00
Brandon502
f528aef6ba
GoL - Allows default overlay mode.
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Flicker fixed by always redrawing dead cells if overlay unchecked. Can swap between overlay types by checking/unchecking overlayBG.
2024-06-05 01:07:27 -04:00
Brandon502
8c3e2cefab
GoL - Rework
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Blur now fades while game is paused.
New blur mode when blur slider is >220
Added variables to make code easier to follow instead of check1 custom1 etc. (not needed)
Removed % with random8 calls.
Misc changes
2024-06-04 16:18:54 -04:00
Brandon502
7657c90c75
GoL - Uses cIndex more consistently
2024-05-24 14:38:35 -04:00
Brandon502
aea68df813
Merge branch 'mdev' of https://github.com/Brandon502/WLED into mdev
2024-05-24 14:12:33 -04:00
Brandon502
b673748e61
Merge branch 'MoonModules:mdev' into mdev
2024-05-24 14:11:35 -04:00
Brandon502
84128eef8b
GoL - Changed speed slider to updates/sec
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Every 4 ticks of speed adds 1 update per second. 1 - 64.
2024-05-24 14:10:16 -04:00
Brandon502
886ea5f88c
GoL - Palette Switching
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Recolors all live cells on palette/color change. Before you needed a game restart or mutation over time.
2024-05-24 13:41:49 -04:00
Brandon502
631aa35718
GoL - Change default values.
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General cleanup.
2024-05-24 13:20:29 -04:00
Brandon502
8491cf18f7
GoL - Removed pauseFrames
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Uses .step now to pause.
2024-05-24 13:00:10 -04:00
Brandon502
09dad1d796
GoL - Added blur slider
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Blurs dead cells instead of immediately turning off depending on slider value. Blur is disabled when using overlay.
2024-05-24 12:45:13 -04:00
Brandon502
eb3406e200
GoL Memory Leak fix
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Removed gameoflife struct.
2024-05-24 11:35:34 -04:00
Frank
6f6ba307c8
drip effect bugfixing
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* bring back lost parameter "Fall ratio" (MM specific)
* stabilize the math, avoid rounding errors and unsigned overflows
* speed limit for long strips added
* gravity reduced slightly
2024-05-24 17:28:19 +02:00
Frank
21e6b4d62f
optimization
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replacing MIN / MAX (arduino macros) by more efficient min/max (libc templates)
2024-05-24 11:26:28 +02:00
Frank
a50e77db26
2D Crazy Bees bugfixes
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* solve int8 overflow on "error2" (large fixtures) - based on 2c87f7e752
* use fast int types where possible
2024-05-24 11:12:50 +02:00
Frank
14efccecea
minor
2024-05-24 10:46:58 +02:00
Frank
0c6c707c6b
robustness improvements for game of life
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* fixed: dataSize could be too small if size is not a multiple of 8
* use size_t for memory size
* clear LEDS on first run - just to make sure that buffer optimizations in segment class work as expected
2024-05-16 17:31:46 +02:00
Ewoud
83d3f27c8c
Merge remote-tracking branch 'Brandon502/mdev' into mdev
2024-05-16 15:21:57 +02:00
Blaz Kristan
64b1d76893
Palette loading optimisation
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- fixes #3978
- FX: Firenoise can use selected palette
2024-05-16 00:07:18 +02:00
Brandon502
6d2fc5040c
Game of Life Change
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Removed sizeof(byte)
2024-05-11 17:03:58 -04:00
Brandon502
86a18ce6c2
Game of Life changes
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Helper functions are now static and the arraySize parameter was removed. Added failsafe for repeat patterns.
2024-05-07 17:26:48 -04:00
Brandon502
9b3f644737
Game of Life changes
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Uses struct to store values. Changed glider check method.
2024-05-07 15:57:30 -04:00
Blaž Kristan
1d5f029b34
Merge pull request #3942 from gaaat98/audioreactive-analog
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Enabled some audioreactive effects for single pixel strips/segments
2024-05-07 12:47:10 +02:00
Frank
ccff478507
make sure that segment buffer is initially aligned with LEDs (MM specific)
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The Segment LEDs buffer is used to optimize out "writing the same color". SEGMENT.fill(BLACK) ensures that all LEDs start clean, consistent with the Segment LEDs buffer.
2024-05-02 16:10:07 +02:00
Frank
bf5c95646c
small fix for Fireworks 1D (MM specific)
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effect did not clean up its canvas initially, leading to sporadic "lost pixels".
2024-04-30 19:09:05 +02:00
Frank
6e2bd77808
bugfix for Ripple effect (1D mode) - solves #130
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bounds check on "w" was not working.
2024-04-22 18:20:18 +02:00
Frank
34f4905e0b
bugfix for 2D Sun Radiation
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size of the sun was very small on larger fixtures
2024-04-18 23:23:52 +02:00
Frank
a5b07bc06d
bugfix for 2D Polar Lights
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on large setups (bigger than 32x32) the effect would only show a small horizontal line.
2024-04-18 22:36:50 +02:00
Frank
93b8c63e2b
post PR3904 fixes and improvements
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* fix compiler warnings (uninitialized vars, ambiguous functions calls)
* restore some lost function prototypes
* avoid negative pixel indices
* only use "fast" color_add when there is no risk of "overshooting" results
* minor optimizations
2024-04-18 21:09:14 +02:00