For maintainers of custom effects: replace "return mode_solid()" with "return mode_oops()"
Effect errors fall back to Akemi (2D) or Rainbow(1D) instead of SOLID ORANGE.
- fixed inconsitencies in size rendering
- fixed palette being wrapped in color by position and color by age modes
- Fixed bug in memory layout: for some unknown reason, if flags come before particles, last flag is sometimes overwritten, changing memory laout seems to fix that
- New color modes in PS Fireworks 1D:
- custom3 slider < 16: lower saturation (check1: single color or multi-color explosions)
- custom3 slider <= 23: full saturation (check1: single color or multi-color explosions)
- custom3 slider > 23: color by speed (check 1 has not effect here)
- custom slider = max: color by age or color by position (depends on check1)
- removed local buffer for ESP8266 in 1D system to save on RAM
- increased particle brightness in PS Impact
- minor tweak in collision binning (might improve speed)
- removed comments and some other unused stuff
- fixed a few compiler wranings
* made timing calculations work with large led counts
* improve randomness by injecting esp_random()
* ripple 2D: avoid ugly artifacts, by limiting circles to on-screen coordibnates
controls the number of phases shown by the effect
breaking - the old code was using a fixed width per wave, while the new one always fits the same number waves into the panel width.
* removed dead code
* merge octopusStep and radialStep --> octoSpeed
* improve speed slider resolution by first multiplying, then dividing
Thanks @ewoudwijma
you still have to use a trick -> the "expand 1D" drop-down is hidden once you select a 2D-capable effect
* Create your segment with 2 colums or 2 rows (might also need "transpose"
* Select a 1D effect like chunchun
* set expand to "Pixels" or "Bar"
* now select the GEQ effect
--> Flat GEQ runs in the previously set expand mode.
* avoid black spots
* better randomness on esp32
* new mode "FreqMap" (checkbox) - blob location follows major frequency
* new mode "GEQ scanner" (checkbox) - blob location based on GEQ band
--> looks cool with Pinwheel or Bar or Arc mapping
--> will be even better with the new Waterfall mapping mode