Also, the text of the faded-out player list is re-rendered with alpha == 0 every time the mouse enters its area, do a little less needless work in that case.
This reverts commit b393947cd5.
The commit was seemingly harmless, but it created or otherwise uncovered
stack corruption deep inside the vault voodoo. While I would like to know
what was up, I'm tired of dealing with it. The crash addressed here was
fixed in a subsequent moul-scripts commit, so let's just toss this one.
This code called back into the python vault operation thingy, which
deletes itself. So, anytime we got dupe CBs, there was a use-after-free
error. Nasty crashes. I tightened up the CB management, threw away some
weird faux-management mess, and squashed some potential silent bugs.
Only put dynamics to sleep if they're at the initial location. This
prevents baskets from exploding on touch by an avatar and should
theoretically make the doggone slave cave kickables activate the pressure
plates.
The fix (adding adjustment of fRenderInfo.fDestPtr) made kRenderJustXForceLeft behave as intended (left-aligning the edge of the bitmap rather than the side bearing of the first character) but cuts off shadows in some places (e.g. at the left edges of "BUDDIES" and "NEIGHBORS" in the mini KI). To ensure enough space for the shadow, and considering that all content was developed and visually optimized with the bug in place, it seems better to preserve the buggy behavior and make kRenderJustXForceLeft work exactly like kRenderJustXLeft.
Intended to make KI text (player list and chat) better readable on light and patterned backgrounds. In this WIP, all text on GUI controls is rendered shadowed.
This fixes the irregular dark fringes around light text when not exactly pixel-aligned that are caused by independent interpolation of color and alpha. It also makes calculations simpler for things to come.