Thanks, life’s definitely on the up and up these days for me. And no worries take your time, it’s been sitting around in limbo for pretty much ages anyway. So it’s not like it will hurt to let it sit a bit longer.
So after giving it some thought (and reviewing the code a bit) I've decided on a different path. I've been working on a split-off version for MZ based on version 4.4 that isn't going to follow the "anyone can contribute code" model, although I'm open to suggestions for things to add, which I'll then add myself if I think they'll add to the plugin in a useful way. This should prevent a few issues:
- No more incidents like the one I've already complained enough about, and more consistent code in general.
- It'll keep the contributors/credits size for this plugin from getting any more massive than it already is. Speaking of that...
One thing I'd like to do, but not sure if I *can* is change what people are required to credit in their game if they use this plugin. Currently it's "list all of the contributors" which I've seen some people say is offputting, and I get it. Use some MOG plugins, and you credit Moghunter, use some YEP plugins and you credit Yanfly. With Community Lighting, it's one whole huge list.
Anyway, what I'd like to do, if that's even doable, is change the in-game credit requirement to "Community Lighting Team." All individual contributors would of course still be included front-and-center at the top of the game's help comment.
That said, so far I've done the following:
- Cleaned up a lot of the older code--converting snake_case and completelylowercase variables to camelCase, moving random orphan functions into the IIFE, etc. Things to make it pass the JSLint test.
- Stopped the weird Game_Variables object abuse. Now it's all on Game_System, but the individual properties are now stored in a single object on $gameSystem.
- Broken up the HUMUNGO function (you know the one!) into several more clearly-categorized functions for easier management.
- Implemented my own version of smoother lighting that doesn't add an extra bitmap layer (!) like 4.6 did. The lights themselves looks slightly different, but this method is still better than the original method and keeps the overall light size closer to the original method instead of shrinking it.
- Unlocked the blend modes for lighting--now the developer can set the blendmode for lights, region blocks, and the overall lightmask layer. (this is probably the only thing end-user developers will care about so far.
Still on the to-do list:
- Fix features that are half-done or don't even work. This is where (anyone reading this) should mention things that don't work in this plugin, or have never worked, so I can get them working!)
- Update plugin parameter system to one I use in my other plugins (it's a lot easier to deal with!)
- Add a more modern flashlight. I'm probably not going to use Snaphat's code here, either. All that weird extra utility function stuff he dropped in makes it too more of a pain.