Fix skip completion for visual transitions
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@@ -60,6 +60,8 @@ internal class RecordingHost : IHost
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public readonly List<(int First, int Count)> ReleasedSurfaceRanges = new();
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public readonly List<(int Surface, long Interval, SurfaceBlackFadeDirection Direction)> SurfaceBlackFades = new();
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public readonly List<(int Source, int Target, long Interval)> SurfaceCrossfades = new();
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public readonly List<bool> SurfaceBlackFadeForceEndpoints = new();
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public readonly List<bool> SurfaceCrossfadeForceEndpoints = new();
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public readonly List<(long Resource, int Slot)> Textures = new();
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public readonly List<bool> MessageSkipChanges = new();
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public readonly List<bool> PhysicalMessageSkipChanges = new();
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@@ -175,10 +177,19 @@ internal class RecordingHost : IHost
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gfx.CompleteForegroundTransitions(100);
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}
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public void FadeSurfaceWithBlack(
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GfxState gfx, int surface, long intervalArgument, SurfaceBlackFadeDirection direction)
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=> SurfaceBlackFades.Add((surface, intervalArgument, direction));
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public void CrossfadeSurfaces(GfxState gfx, int sourceSurface, int targetSurface, long intervalArgument)
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=> SurfaceCrossfades.Add((sourceSurface, targetSurface, intervalArgument));
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GfxState gfx, int surface, long intervalArgument, SurfaceBlackFadeDirection direction,
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bool forceEndpoint = false)
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{
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SurfaceBlackFades.Add((surface, intervalArgument, direction));
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SurfaceBlackFadeForceEndpoints.Add(forceEndpoint);
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}
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public void CrossfadeSurfaces(
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GfxState gfx, int sourceSurface, int targetSurface, long intervalArgument,
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bool forceEndpoint = false)
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{
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SurfaceCrossfades.Add((sourceSurface, targetSurface, intervalArgument));
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SurfaceCrossfadeForceEndpoints.Add(forceEndpoint);
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}
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public void CreateTexture(int slot, int w, int h) { }
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public void SetTexture(long resId, int slot) => Textures.Add((resId, slot));
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public void ClearRenderTarget(int surfaceSlot) => ClearedRenderTargets.Add(surfaceSlot);
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