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New Mod Menu, Stuck Sprite fix, and bug fixes #67
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- Changing art set no longer resets the background type to Console - Changing art set no longer resets background stretch
- NOTE: this is incompatible with older versions of the mod, but toggling graphics presets should fix it.
- Each time the artset is toggled, ReloadAllImages() is called. This reloads all images, but doesn't free the old images which are no longer displayed. - The old images are freed when you next advance the text (UnloadUnusedAssets() is called by Unity automatically). - If you repeatedly call ReloadAllImages() without advancing the text, the old images will build up in memory until you get an out-of-memory crash - This commit forces Unity to free the old images every time ReloadAllImages() is called
…te the existing custom preset
# Conflicts: # Assets.Scripts.Core.Scene/Layer.cs
# Conflicts: # Assets.Scripts.Core.Scene/Layer.cs
- Directly swap out the texture of the character being lipsynced, rather than calling MODDrawBustshot - This should avoid issues where MODDrawBustshot is called at an innapropriate time, causing the character to get stuck on the screen. - If the MODLipSyncProcess is ever called at the wrong time, it won't ever cause the character to be stuck on the screen, however it may cause the wrong sprite to be displayed if the layer is re-used for another character immediately after. It should clear next time the sprite is re-drawn.
drojf
changed the title
F mod menu stuck sprite fix rc
New Mod Menu, Stuck Sprite fix, and bug fixes
Oct 16, 2021
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This is a draft because I want to check some things before merging.
General Bug Fixes
Original/Ryukishi mode fixes
Mod Menu Updates
Known issues not fixed by this PR
Features not included in this PR