hedgewars/uLandGraphics.pas
2016-03-04 sheepluva fix pas2c breakage caused by recent changes in uLandGraphics
2016-03-03 nemo Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
2016-03-03 nemo fix and/or screwup that was causing girders in tunnels to erase the tunnel. also a little bit of indentation/case fixing
2016-01-31 unc0rr Bye-bye TryDo
2016-01-09 unc0rr SDLTry doesn't halt engine no more
2015-11-10 sheepluva merge default sdl2transition
2015-08-10 sheepluva more copyright fixes
2015-05-25 nemo prevent damage colouring of indestructible terrain
2015-04-11 unc0rr Silly fixes for silly pas2c
2015-04-10 nemo tweak erase
2015-04-09 nemo also erase
2015-04-08 nemo Add options to set colouring, behind existing land, and horizontal/vertical flipping to PlaceSprite
2015-03-31 sheepluva small pixel jizz tweak
2015-03-31 sheepluva alternative explosion border smoothing
2015-03-19 sheepluva don't modify collision data when applying visual edge smoothing
2014-12-15 sheepluva small code tweak
2014-12-15 sheepluva Issue 852: Using blowtorch to dig through the wrap-around border in caves fails miserably
2014-12-01 sheepluva update land texture /after/ smoothing
2014-12-01 sheepluva fix despeckle
2014-11-30 sheepluva give sea world edges some icegun love
2014-11-23 sheepluva Lua API:
2014-11-17 sheepluva some whitespace fixes
2014-11-11 unc0rr Fix some stuff from coverity
2014-08-12 unc0rr Fix PlaceSprite
2014-08-02 unc0rr Oops
2014-07-25 unc0rr Forced sprites placing mode, exposed to scripts (not tested at all)
2014-06-13 sheepluva I misscounted
2014-06-13 sheepluva fix some pas2c related overloading issue
2014-06-12 sheepluva more of the same
2014-06-12 sheepluva fix TryPlaceOnLand's ambiguity/messup wrt to making terrain indestructible (had boolean parameter for indestructible AND landflags parameters that could contain lfIndestructibly)
2014-06-01 nemo allow teleporting outside Land[]
2014-06-01 sheepluva collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
2014-05-19 unc0rr Inform frontend of lines which didn't change anything on the map in advanced drawn maps mode
2014-05-14 unc0rr Count number of pixels changed during draw
2014-02-23 sheepluva fix remaining alpha pixel issues (explosion landbacktex borders etc
2014-02-13 unc0rr Only check alpha channel like BlitImageAndGenerateCollisionInfo does
2014-02-11 unc0rr - pas2c recognizes typecasts in initialization expressions
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-02-03 sheepluva fix for Issue 777 (IceGun: Segfault when freezing water, with rqBlurryLand enabled)
2014-01-21 koda merge
2014-01-19 sheepluva fix despeckle mutilating blurry land
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-05 unc0rr - Fix build via pas2c webgl
2014-01-04 unc0rr merge default webgl
2013-12-29 koda merge
2013-12-29 unc0rr Uberfix. TODO: ask fpc guys wtf.
2013-12-29 unc0rr A bit of formatting
2013-12-29 unc0rr Be friendly with pas2c
2013-12-29 unc0rr Uberfix. TODO: ask fpc guys wtf. 0.9.20
2013-12-16 unc0rr merge default here sdl2transition
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-11-07 unc0rr Provide more information to SDLTry sdl2transition
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-06-15 unc0rr Some fixes to make pas2c+clang compile all engine files webgl
2013-09-13 unc0rr Skip some LandPixels manipulations in stats-only mode 0.9.19
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-02 unc0rr Fix rendering errors now. webgl
2013-04-02 unc0rr Fixes to make pas2c parse this webgl
2013-04-02 koda update webgl branch webgl
2013-04-01 unc0rr Hey, there was inc(Radius, 4)
2013-03-27 koda merge correction, also what's with all those trailing whitespaces?
2013-03-23 Urbertar Remove some duplicating code from uLandGraphics.pas
2013-03-26 nemo Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
2013-03-22 sheepluva remove engine warnings
2013-03-18 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-03-03 Urbertar Fix water on ice setting
2013-03-02 nemo tweaks to sea ice appearance
2013-02-28 koda mysterious merge
2013-02-28 Urbertar Draw ice on water
2013-02-28 Urbertar Make refactoring. Remove DrawIce function
2013-02-28 nemo Apologies if jaree had done something similar, but didn't see anything in repo pull. This removes Land[] mixed w/ LandPixels[] and streamlines things a little
2013-02-27 nemo define ice edge colour
2013-02-27 Urbertar Draw ice on water
2013-02-27 nemo huh. how'd we end up needing a merge here... icegun
2013-02-26 Urbertar Separate setting and drawing ice icegun
2013-02-26 Urbertar Make little refactoring icegun
2013-02-26 Urbertar Check is lanscape already ice icegun
2013-02-26 nemo put ice colour in uVariables, add check for land that is already ice icegun
2013-02-26 Urbertar Change shape of ice to round icegun
2013-02-26 nemo graphics tweak. flag a couple more overeager setall HH icegun
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-08-06 nemo revert 3188794b9d87. does not do what I'd like.
2012-08-05 nemo Perf opt for the c conversion. Use downto instead to avoid repeated function calls in the loop
2012-06-24 nemo Step 1. Add current hedgehog as top bit of bottom byte.
2012-06-23 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-05-30 unc0rr This should make drawn maps rendering even more faster
2012-05-30 unc0rr Render drawn maps 10-500 times faster
2012-05-09 nemo Reflects change in previous revision to uTypes
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-02-17 koda the most important commit of the year
2012-02-12 nemo oops
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-03 unc0rr - Give uLand more modularity
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-13 unc0rr Introduce initialization expressions
2011-10-16 nemo tweak. constrain to full opacity
2011-10-16 nemo Blend the outter side too
2011-10-08 nemo Couple more, add back misplaced clearing of Land
2011-10-08 nemo Add landbacktex to a few maps, just to see how it looks.
2011-10-02 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
2011-10-01 nemo This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-14 nemo smoothing should be after despeckling
2011-09-13 nemo Don't set lfDamaged for small tunnels
2011-09-13 nemo Remove extra graphical resweeps, and smooth prior to despeckling. Was getting odd desync here without Land[] seemingly incorrect at end of passes. Just removing seems to fix, and code wasn't that good an idea in its prior state anyway.
2011-09-09 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
2011-08-27 nemo implement proper blending
2011-08-27 nemo Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
2011-07-30 nemo kill off some speckles, crank up land gun output
2011-07-04 nemo oops
2011-07-04 nemo separate landpixels/land despeckling results to avoid desyncing on blurry land due to extra despeckling passes. right now, this does mean landpixels edge-of-block recheck is not done
2011-06-30 nemo Sweep all pixels at 0 or 1 neighbours, whether damaged or not. Intended to handled output of Smooth, might be nice to cut down on the counting somehow though.
2011-06-28 nemo sweep up some AA pixels
2011-06-27 nemo Use an ifdef instead, add despeckling of tunnels
2011-06-26 nemo add missing nil check, increase despeckling of background too
less more (0) -120 tip