Andrew wrote:Is the View menu's "Smarter Scaling" item ticked?
OK Cool! Could you add this in parenthesis in what's new? I wouldn't guess in my life this option is there, even after reading what's new in this version. Maybe it should be enabled by default?
Anyway looking at it, I have some issues:
1. Looing at Cordership-Gun-P784 in Life>Guns directory, using LifeHistory. Zooming out to 1:16 starts to blink very strongly. This's not happening every time, but it happens if you play with zoom-in/out a bit, you get very strong blinkering.
2. Gun-p165mwss in 16:1 is practically invisible, 8:1 and 4:1 is blinking a lot.
Maybe you could add some smoothing to the approximated color, and decrease the importance of 0? By smoothing I mean giving some extra weight to the current color (or to the most popular color in last N generations), so that switching color will be harder. Another option to reduce blinking is to try to give extra weight to the neighbors (don't switch color unless everyone else in the neighborhood want to switch to the same color).
Blinking is usually the result of "micro management" - some pixel is more or less randomly switched on and off, without caring about the "higher picture".
Andrew wrote:Maybe we could make it an option.
Could you add this an option to some pre-release build and people will give you feedback? I can see why it could be confusing. Maybe you could add some extra switches like the amount of transparency? Or this is too much?
Andrew wrote:I should warn you that now might not be the best time to ask for new features -- at this stage I'm just keen to get 2.8 out the door!
Haha... I think it's good to have a list of requests that comes from the end users, you many times don't really know what's missing as the developer. Don't you think the forum is more public and available place to gain more insightful feedback?
Andrew wrote:It would be nice if there were more people working on the GUI code
I kinda wanted to hack into golly... but I couldn't even build it on my system (followed the instructions in the build document and some linker error came along - something regarding x64-x32).