hedgewars/uLandGraphics.pas
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
2011-06-21 nemo Avoid desyncing on blurry land
2011-06-20 nemo move smoothing into separate function, adjust call order
2011-06-20 nemo 25%, not 50%
2011-06-20 nemo More AA - try smoothing explosions a bit
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-03-23 nemo Fix endianness
2011-03-01 koda Happy 2011 :)
2011-01-30 Henek fixed unlimeted fuel bug for rcplane
2010-12-30 Palewolf Snow blends into land, trys to fill the gaps
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