Using the kitchen sink plane shader for viewport effects, even
if only a small part of them are active, incurs great performance
loss on mobile, so split the rendering into multiple optional
passes which additionally use the blending hardware for faster
mixing (lerping).
Also, don't mirror the PingPong textures if the viewport effect
covers the entire screen area anyway.
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.
Also manually define low precision for variables that hold
color / alpha values.
- Use STL vector instead of doing manual mallocs
- Throw away the resize optimizations; hardly useful
- Marshal.dump data layout is the same as ours (in LE),
so we can just memcpy everything instead of copying
one by one
Throwing away part of the very first code I wrote for mkxp
felt very refreshing I must say.
This underlines that no reference inside the setter is taken,
and that these attributes are non-nullable.
Also removes a couple of superfluous attribute macros.
As noted, on Viewport dispose, RMXP always calls the core
dispose method for child objects regardless of whether
user scripts override it in sub classes.
Implement this behavior in mkxp to prevent infinite recursion.
This function which was formerly a simple wrapper around
SLD_GetPrefPath() is changed to instead return the directory
assembled from org/app name specified in mkxp.conf, so one
can be sure that both mkxp and user scripts will always write
into the same directory when a custom path is preferred.
This breaks script compatibility.
'System' is way too generic of a name to reserve for mkxp use,
and I have already seen at least one occurance in the wild of
it being used by user scripts.
Ideally, all mkxp RGSS extensions would be moved under this
module, but I feel like the core modules (Input, Graphics etc)
are more safe as users are hesitant to directly extend these.