I haven't tested this because my only linux box is headless, but this compiles and is the same fix I applied to the Android branch in Feb 2020. It makes sure than an interrupted peset blend doesn't accidentally leave the master alpha set to a non-1.0 value. The fix is not very elegant, but it is quite effective.
Co-authored-by: BuildTools <unconfigured@null.spigotmc.org>
* Noise not needed - F4 shows if shaders are compiled.
* Don't compile native presets by default in Visual Studio
* Debug / duplicate info
* Missed a debug native preset.
* Make texture errors more clear - we failed looking for multiple extensions.
* Move images from presets folder to textures folder
* Documented missing textures.
* Undo Visual Studio version bump.
* Renable NativePresetFactory (but the example native presets remain disabled)
* Comment
* Fixes / updates to audio device toggling.
* Stop crashing if there is no input microphone. Make fake audio dynamic so it can be enabled if there is no mic.
* Remove debug output.
* Document VC++ redist requirement.
* F4 missing from SDL help menu.
* Windows app instead of Console (no more cmd.exe pop-up when launching).
* Fullscreen for built-in settings.
* New icon (based on github and idle preset and consistent with Steam)
* Change language for loopback / audio changing.
* default fullscreen for built-in settings.
* Revert "Fullscreen for built-in settings."
This reverts commit b1936e76ab.
* Revert "default fullscreen for built-in settings."
This reverts commit ea89584174.
* Revert "9a9151b9"
* 9a9151b9
* fake_audio to fakeAudio
Scanning textures/presets dirs for textures and scanning preset dir for presets.
Scanning is now done recursively, so presets and textures can be organized into subdirectories instead of needing to be flattened into a single directory.
On POSIX systems makes use of [ftw](https://linux.die.net/man/3/ftw) which should be relatively efficient. Otherwise falls back to recursing with `dirent` (for windows).
Probably should have made an autoconf check for `ftw` instead of doing `#ifdef WIN32`.
* Scan subdirectories in presets directory
* remove preset subdir config
* Recursively scan for textures too, add c++-17 compatibility
* Refactor directory scanning code so it's reused by texture loader and preset loader. Make cross-platform (maybe)
* filescanner in makefile
* extension filter for file loader
* make extensions match up'
* need string.h
* Add FileScanner.cpp to win build (maybe)
* scan all dirs
* #ifndef #ifdef is def fun
* bogus comment
* bleh
* bleh
* itunes plugin with c++17
* EyeTunes needs to know about the FileScanner
Co-authored-by: milkdropper.com <milkdropper.com@gmail.com>
Co-authored-by: milkdropper <59471060+milkdropper@users.noreply.github.com>
* Beat detect sensitivity fix.
* Default: 1.0
* ReadMe beat sensitivity min/max.
* Beat sensitivity from config or settings isn't initialized.
* Smarter position.
* Make PCMScale (vol_history) also impacted by beat_sensitivity.
* Enhance and clarify Hard Cuts and better separate beat sensitivity.
* Forgot one config.
* Consistency with defaults.
* Even more clear about the default for Beat Sensitivity.
* Bette
* Removing test message.
* New timing functions. Handle drawing text that's too big.
* SDL space and switch libprojectM to use setPresetLock for L.