Files
questshock/modding/mods
ml 90303894ce
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Fix animgallery rendering bugs and mitigate AI-upscale frame flicker
- writeGIF now pads every frame to one shared canvas instead of
  writing each at its own (possibly storage-cropped) size - GIF
  disposal rules were showing a previous frame's stale pixels through
  the uncovered border of a smaller frame, bleeding content between
  frames in the gallery.
- decodeFrames/decodeViewFrames/decodeAnimationFrames now always hand
  bitmap.DecodeReferenced a zero buffer instead of the previous
  frame/block's real pixels. The game's actual RSD8 decoder treats a
  "skip" run as literal zero, with no mechanism to carry a reference
  frame's pixels forward (confirmed against Night Dive's published
  source), and hacked's own multi-block Bitmap preview decodes the
  same way. The previous behavior ghosted a previous frame's stale
  content into the current frame's skip-run regions, in both the
  gallery and the AI upscaler's source input.
- index.html now shows a labeled per-frame filmstrip next to each
  animated GIF, and a base-vs-this-build side-by-side comparison for
  every resource a mod overrides.
- Gallery GIFs play back at a third of real speed by default, for
  easier frame-by-frame review.
- modding/mods/*/bitmaps/*.json gains considerPreviousFrames: a
  per-resource list that runs a temporal-consistency pass (median
  across the animation's own frames) on independently-upscaled frames
  to reduce per-frame AI flicker. Applied to 0x7B1 in upscale_medbot.
- Drop the rebecca-test example mod.
2026-10-27 07:54:19 +01:00
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