Reuse Android compiler outputs and remove old build artifacts
Sync changed files to Google Drive / sync (push) Successful in 2m27s
Sync changed files to Google Drive / sync (push) Successful in 2m27s
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@@ -2,9 +2,6 @@ unit KM_Render;
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{$I KaM_Remake.inc}
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interface
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uses
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{$IFDEF WDC} Windows, {$ENDIF}
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{$IFDEF Unix} LCLIntf, LCLType, OpenGLContext, {$ENDIF}
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dglOpenGL,
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KM_RenderTypes, KM_CommonTypes;
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@@ -60,8 +57,6 @@ implementation
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uses
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SysUtils, Math,
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CastleRenderContext, CastleRenderOptions,
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KromOGLUtils, KromUtils,
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KM_Defaults, KM_IoPNG, KM_CommonClasses,
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KM_Render_Mobile;
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{ TKMRender }
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@@ -92,11 +92,12 @@ type
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procedure LoadFromRXXFile(const aFileName: string; aStartingIndex: Integer = 1);
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procedure LoadFromRXXStream(aStream: TStream; aStartingIndex: Integer; aAllocateGFXData: Boolean);
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procedure OverloadRXDataFromFolder(const aFolder: string; aOnProgress: TProc<string>; aSoftenShadows: Boolean = True);
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procedure OverloadRXDataFromFolder(const aFolder: string; aOnProgress: {$IFDEF FPC}TUnicodeStringEvent{$ELSE}TProc<string>{$ENDIF}; aSoftenShadows: Boolean = True);
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{$IFDEF WDC}
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function GetSoftenShadowType(aID: Integer): TKMSpriteSoftening;
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procedure SoftenShadowsList(aIdList: TList<Integer>);
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{$ENDIF}
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procedure SoftenShadowsRange(aFrom, aTo: Integer; aOnlyShadows: Boolean = True);
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procedure DetermineImagesObjectSizeAll;
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@@ -225,7 +226,8 @@ uses
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StrUtils,
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{$ENDIF}
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KromUtils,
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KM_SoftShadows, KM_Resource, KM_ResUnits,
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KM_SoftShadows, KM_ResUnits,
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{$IFDEF WDC} KM_Resource, {$ENDIF}
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KM_Render,
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TypInfo,
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KM_Log, KM_CommonClasses,
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@@ -292,6 +294,7 @@ begin
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end;
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{$IFDEF WDC}
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function TKMSpritePack.GetSoftenShadowType(aID: Integer): TKMSpriteSoftening;
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var
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step, spriteID: Integer;
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@@ -366,6 +369,8 @@ begin
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end;
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{$ENDIF}
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// Make old style KaM checkerboard shadows smooth and transparent
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procedure TKMSpritePack.SoftenShadowsRange(aFrom, aTo: Integer; aOnlyShadows: Boolean = True);
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var
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@@ -955,6 +960,7 @@ end;
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procedure TKMSpritePack.OverloadGeneratedFromFolder(aAlphaShadows: Boolean; const aFolder: string; aSoftenShadows: Boolean = True;
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aOnCheckTerminated: TBooleanFuncSimple = nil);
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{$IFDEF WDC}
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// Append all PNGs including the subfolders
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// Pattern is X_nnnn.png, where nnnn is dynamic (1..n chars) for modders convenience
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procedure AppendFolder(idList: TList<Integer>);
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@@ -989,6 +995,7 @@ procedure TKMSpritePack.OverloadGeneratedFromFolder(aAlphaShadows: Boolean; cons
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fileList.Free;
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end;
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end;
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{$ENDIF}
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var
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idList: TList<Integer>;
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@@ -1012,7 +1019,7 @@ end;
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// Parse all valid files in Sprites folder:
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// - append or replace original sprites with new ones
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// - exclude original sprites if necessary as well
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procedure TKMSpritePack.OverloadRXDataFromFolder(const aFolder: string; aOnProgress: TProc<string>; aSoftenShadows: Boolean = True);
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procedure TKMSpritePack.OverloadRXDataFromFolder(const aFolder: string; aOnProgress: {$IFDEF FPC}TUnicodeStringEvent{$ELSE}TProc<string>{$ENDIF}; aSoftenShadows: Boolean = True);
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{$IFDEF WDC}
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// Append all PNGs including the subfolders
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// Pattern is X_nnnn.png, where nnnn is dynamic (1..n chars) for modders convenience
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