__all__ is not supported by py2exe, so converted them to normal imports
Disable automatic aux commands printing.
- Driver get state(): in case of a pulse we check how long ago that pulse was started, and set the state to 0 if the pulse has ended.
- VirtualDriver disable(): reset the "timeslots" param so we know no schedule is running anymore.
- VirtualDriver schedule(): set the "outputDriveTime" parameter so we know how many iterations the schedule will run.
- VirtualDriver change_state(): actually sets the "state" param now.
Appropriate pygame mixer settings.
Support aux lamps in .lampshow files, for example the Bride of Pinbot's helmet lights.
Added second parameter to delay function.
Added "pause" property to AnimatedLayer. You can pause the animation that way but it also helps with frame listeners when hold == True (only firing them once).
Font: Correct tracking of the last character. And only apply tracking to a character if a width has been set > 0.
TextLayer: Added text property so we can access the current text that is being drawn. Also the text gets stripped of spaces on start and end, because for some reason '00' always got drawn as '00 '.
No longer strip text.. the space that was being added was through my own fault.
Setting the correct framerate of 64 (gets divided by 2 by the DP_DisplayController) for Dutch Pinball under fakepinproc.
- Added an "alpha" property to Layer, and pixel by pixel manipulation of the alpha channel.
Manual: Updated imports, added use of pinproc.MachineTypeWPC.
- Added enable_watchdog() and disable_watchdog() methods.
- Added a watchdog_enabled property that prevents tickling the watchdog when it is disabled.
Typo in property description and fixed a bit in the proc.write_data call (although it did no harm).
- Changed .lampshow reading regex to support files generated from the DP Team Suite.
- Added support for "flasher:" prefix in .lampshow files.
Check for the config.py file in the /config/ directory instead of the root (matter of preference of course).
During heavy CPU load periods, display update events are queuing up and are being "released" when the game starts catching up. To quickly free up this events queue we just keep 4 of them.
play() method now returns Channel object instead of sound length.
Also buffer size is adjusted but probably not final.
Alpha bugfix