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
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
Frank
3fd5e190c4
reduce memory needs of popcorn effect
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On a matrix with 52 columns, popcorn was requesting around 30Kb of segment data.
This patch reduces the data to the actually necessary amount based on the "intensity" slider. If intensity is increased, it means that the effect will get a bigger chunk of data allocated - zero'd out but this does not hurt much.
2024-04-16 20:07:51 +02:00
Brandon502
987a662977
Game of Life - Bug fix
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Fixed small bug in new detection method. Start and final frames are displayed slightly longer.
2024-02-28 19:40:40 -05:00
Brandon502
ba5731654f
Game of Life - changed repeat detection
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Simplified repeat detection and code cleanup. Only storing 2 crc values. prevAlive and counter no longer needed.
2024-02-28 15:20:12 -05:00
Brandon502
73091d170c
Game Of Life - Reduced Memory Usage
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Each cell now only needs 2 bits of data instead of 6 bytes.
2024-02-26 20:04:48 -05:00
Brandon502
ce1b811667
Game of Life - Added overlay option
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Added option to overlay alive cells. Required more memory usage.
2024-02-25 21:25:20 -05:00
Brandon502
7b890986d8
Game of Life - Rework
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No longer uses ColorCount struct. Removed randomness. Improved infinite pattern recognition. Adds color mutation slider and wrap option.
2024-02-25 21:06:18 -05:00
Frank
e0f08864a2
remove slow and inaccurate math from time critical code
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as it turns out, the "_t" functions (from wled_math.cpp) are about 3 times (!!!) slower than the standard functions.
* mapping modes : Arc and Circle
* effects: 2D Drift, 2D Drift Rose
2024-02-25 19:36:29 +01:00
Blaž Kristan
ad6903de38
Merge pull request #3723 from Derek4aty1/dnaSpiralFix
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DNA Spiral Effect Speed Fix
2024-01-26 12:08:40 +01:00
Frank
42c3243136
effect metadata
2024-01-03 17:01:44 +01:00