Roblox backend: one layer (Frame + tiles) per draw list so moving windows costs no redraw; gradient rect fast path; t_drag/t_composite checks
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#!/usr/bin/env python3
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# Compare two t_composite.luau outputs: compare_composite.py a.txt b.txt
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import sys
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def load(p):
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rows = {}
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for l in open(p):
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if l.startswith("ROW"):
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_, y, h = l.split(); rows[int(y)] = bytes.fromhex(h)
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return rows
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a, b = load(sys.argv[1]), load(sys.argv[2])
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assert a and len(a) == len(b), "missing/uneven output"
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diff = big = 0; worst = 0
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for y in a:
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for x, (p, q) in enumerate(zip(a[y], b[y])):
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d = abs(p - q)
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if d: diff += 1
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if d > 2: big += 1
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worst = max(worst, d)
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print("channels differing: %d, by more than 2: %d, max diff: %d" % (diff, big, worst))
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sys.exit(1 if big else 0)
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