on site edits
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@ -4,7 +4,7 @@ layers_count: 3;
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blocks_count: 4;
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playable_range:{
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min: 0;
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max: 2000;
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max: 10000;
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};
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layers:{
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layer:{
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@ -24,7 +24,7 @@ blocks:{
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block:{
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frame_range:{
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min: 0;
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max: 2000;
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max: 19;
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};
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layer_index: 0;
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animation_name: "Pattern_BulbMask";
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@ -32,7 +32,7 @@ blocks:{
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block:{
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frame_range:{
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min: 0;
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max: 2000;
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max: 10000;
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};
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layer_index: 1;
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animation_name: "Pattern_Leafy";
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@ -40,15 +40,15 @@ blocks:{
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block:{
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frame_range:{
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min: 0;
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max: 1032;
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max: 5156;
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};
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layer_index: 2;
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animation_name: "Pattern_Rainbow";
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};
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block:{
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frame_range:{
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min: 959;
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max: 2000;
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min: 5040;
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max: 10000;
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};
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layer_index: 2;
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animation_name: "Pattern_Wavy";
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@ -1,7 +1,7 @@
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lumenarium_animation_file;
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animation_name: "wavy_0";
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layers_count: 2;
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blocks_count: 1;
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blocks_count: 2;
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playable_range:{
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min: 0;
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max: 7200;
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@ -9,11 +9,11 @@ playable_range:{
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layers:{
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layer:{
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name: "[New Layer]";
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blend: "Add";
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blend: "Overwrite";
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};
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layer:{
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name: "Color";
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blend: "Add";
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blend: "Multiply";
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};
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};
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blocks:{
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@ -25,4 +25,12 @@ blocks:{
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layer_index: 1;
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animation_name: "Pattern_Wavy";
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};
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block:{
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frame_range:{
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min: 78;
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max: 3571;
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};
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layer_index: 0;
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animation_name: "Pattern_Leafy";
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};
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};
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@ -1,132 +0,0 @@
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lumenarium_animation_file;
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animation_name: "demo_anim";
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layers_count: 2;
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blocks_count: 14;
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playable_range:{
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min: 0;
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max: 10000;
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};
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layers:{
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layer:{
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name: "main";
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blend: "Add";
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};
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layer:{
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name: "color";
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blend: "Multiply";
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};
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};
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blocks:{
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block:{
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frame_range:{
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min: 2428;
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max: 3017;
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};
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layer_index: 0;
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animation_name: "Pattern_HueShift";
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};
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block:{
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frame_range:{
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min: 1711;
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max: 2487;
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};
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layer_index: 0;
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animation_name: "Pattern_Rainbow";
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};
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block:{
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frame_range:{
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min: 0;
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max: 603;
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};
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layer_index: 0;
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animation_name: "Pattern_VerticalLines";
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};
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block:{
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frame_range:{
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min: 2945;
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max: 3656;
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};
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layer_index: 0;
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animation_name: "Pattern_Wavy";
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};
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block:{
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frame_range:{
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min: 3592;
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max: 4296;
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};
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layer_index: 0;
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animation_name: "Pattern_Patchy";
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};
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block:{
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frame_range:{
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min: 520;
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max: 1225;
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};
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layer_index: 0;
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animation_name: "Pattern_Rotary";
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};
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block:{
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frame_range:{
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min: 4218;
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max: 4939;
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};
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layer_index: 0;
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animation_name: "Pattern_LeafyPatchy";
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};
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block:{
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frame_range:{
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min: 4849;
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max: 5431;
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};
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layer_index: 0;
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animation_name: "Pattern_HueShift";
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};
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block:{
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frame_range:{
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min: 1149;
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max: 1819;
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};
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layer_index: 0;
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animation_name: "Pattern_Leafy";
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};
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block:{
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frame_range:{
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min: 5529;
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max: 7782;
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};
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layer_index: 1;
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animation_name: "Pattern_Wavy";
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};
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block:{
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frame_range:{
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min: 5529;
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max: 5979;
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};
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layer_index: 0;
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animation_name: "Pattern_Leafy";
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};
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block:{
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frame_range:{
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min: 5912;
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max: 6328;
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};
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layer_index: 0;
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animation_name: "Pattern_VerticalLines";
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};
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block:{
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frame_range:{
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min: 6281;
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max: 6581;
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};
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layer_index: 0;
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animation_name: "Pattern_Rotary";
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};
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block:{
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frame_range:{
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min: 6524;
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max: 7025;
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};
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layer_index: 0;
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animation_name: "Pattern_HueShift";
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};
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};
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@ -328,7 +328,7 @@ Pattern_Leafy(led_buffer* Leds, led_buffer_range Range, assembly Assembly, r32 T
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{
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DEBUG_TRACK_FUNCTION;
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blumen_lumen_state* BLState = (blumen_lumen_state*)UserData;
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Time = Time * BLState->PatternSpeed;
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Time = Time * BLState->PatternSpeed * .3f;
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phrase_hue Hue = BlumenLumen_GetCurrentHue(BLState, Assembly);
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v4 C0 = RGBFromPhraseHue(Hue.Hue0);
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@ -574,6 +574,8 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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}
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}
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if (BLState->InPhraseReceptionMode)
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{
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r32 SecondsSincePhraseBegan = SecondsElapsed(BLState->TimePhraseReceptionBegan, Context->SystemTime_Current);
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@ -759,7 +761,7 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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}
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// Dim the leds based on temp data
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if (!BLState->DEBUG_IgnoreWeatherDimmingLeds)
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if (false && !BLState->DEBUG_IgnoreWeatherDimmingLeds)
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{
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for (u32 i = 0; i < State->LedSystem.BuffersCount; i++)
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{
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@ -57,7 +57,7 @@ global time_range LedOnTimes[] = {
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{ 00, 00, 06, 30 },
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};
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global u32 LedOnTimesCount = CArrayLength(LedOnTimes); // do not edit
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global b8 DEBUGIgnoreLedOnTimeRange = true;
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global b8 DEBUGIgnoreLedOnTimeRange = false;
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// How long it takes to fade from the default pattern to the
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// voice activated pattern
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@ -158,8 +158,8 @@ BuildFlower(gs_string* OutputBuffer, flower_desc Desc)
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#if 1
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// the flower stem
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loop_desc FlowerStem = {};
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FlowerStem.CenterStart = v3{0, -1.5f, 0};
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FlowerStem.CenterEnd = v3{0, .5f, 0};
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FlowerStem.CenterStart = v3{0, .5f, 0};
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FlowerStem.CenterEnd = v3{0, -1.5f, 0};
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FlowerStem.Radius = .05f;
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//FlowerStem.SegmentsCount = 6;
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FlowerStem.SegmentsCount = 1;
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