Tinsy little but relevant bug; colors in Action channels used signed
bytes, glColor4b() instead of unsigned glColor4ub(). Gave ugly cycling of colors in wrong ways.... reported by Ztonzy on irc. Thanks!
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@@ -428,12 +428,12 @@ static void draw_channel_strips(SpaceAction *saction)
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gla2DDrawTranslatePt(di, 1, y, &frame1_x, &channel_y);
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glEnable(GL_BLEND);
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if (chan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x22);
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else glColor4b(col2[0], col2[1], col2[2], 0x22);
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if (chan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x22);
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else glColor4ub(col2[0], col2[1], col2[2], 0x22);
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glRectf(0, channel_y-CHANNELHEIGHT/2, frame1_x, channel_y+CHANNELHEIGHT/2);
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if (chan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x44);
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else glColor4b(col2[0], col2[1], col2[2], 0x44);
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if (chan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x44);
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else glColor4ub(col2[0], col2[1], col2[2], 0x44);
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glRectf(frame1_x, channel_y-CHANNELHEIGHT/2, G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2);
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glDisable(GL_BLEND);
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@@ -447,12 +447,12 @@ static void draw_channel_strips(SpaceAction *saction)
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for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next){
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gla2DDrawTranslatePt(di, 1, y, &frame1_x, &channel_y);
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glEnable(GL_BLEND);
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if (conchan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x22);
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else glColor4b(col2[0], col2[1], col2[2], 0x22);
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if (conchan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x22);
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else glColor4ub(col2[0], col2[1], col2[2], 0x22);
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glRectf(0, channel_y-CHANNELHEIGHT/2+4, frame1_x, channel_y+CHANNELHEIGHT/2-4);
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if (conchan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x44);
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else glColor4b(col2[0], col2[1], col2[2], 0x44);
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if (conchan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x44);
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else glColor4ub(col2[0], col2[1], col2[2], 0x44);
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glRectf(frame1_x, channel_y-CHANNELHEIGHT/2+4, G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2-4);
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glDisable(GL_BLEND);
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@@ -502,13 +502,13 @@ static void draw_mesh_strips(SpaceAction *saction, Key *key)
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* get a desaturated orange background
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*/
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glEnable(GL_BLEND);
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glColor4b(col2[0], col2[1], col2[2], 0x22);
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glColor4ub(col2[0], col2[1], col2[2], 0x22);
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glRectf(0, channel_y-CHANNELHEIGHT/2,
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frame1_x, channel_y+CHANNELHEIGHT/2);
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/* frames one and higher get a saturated orange background
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*/
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glColor4b(col2[0], col2[1], col2[2], 0x44);
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glColor4ub(col2[0], col2[1], col2[2], 0x44);
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glRectf(frame1_x, channel_y-CHANNELHEIGHT/2,
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G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2);
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glDisable(GL_BLEND);
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