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hedgewars/uLandGraphics.pas
2011-11-13
unc0rr
Introduce initialization expressions
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2011-10-16
nemo
tweak. constrain to full opacity
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2011-10-16
nemo
Blend the outter side too
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2011-10-08
nemo
Couple more, add back misplaced clearing of Land
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2011-10-08
nemo
Add landbacktex to a few maps, just to see how it looks.
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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.
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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
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2011-09-24
unC0Rr
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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2011-09-14
nemo
smoothing should be after despeckling
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2011-09-13
nemo
Don't set lfDamaged for small tunnels
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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.
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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.
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2011-08-27
nemo
implement proper blending
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2011-08-27
nemo
Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
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2011-07-30
nemo
kill off some speckles, crank up land gun output
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2011-07-04
nemo
oops
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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
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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.
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2011-06-28
nemo
sweep up some AA pixels
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2011-06-27
nemo
Use an ifdef instead, add despeckling of tunnels
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2011-06-26
nemo
add missing nil check, increase despeckling of background too
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2011-06-21
nemo
Avoid desyncing on blurry land
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2011-06-20
nemo
move smoothing into separate function, adjust call order
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2011-06-20
nemo
25%, not 50%
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2011-06-20
nemo
More AA - try smoothing explosions a bit
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2011-04-27
unc0rr
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
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2011-03-23
nemo
Fix endianness
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2011-03-01
koda
Happy 2011 :)
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2011-01-30
Henek
fixed unlimeted fuel bug for rcplane
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2010-12-30
Palewolf
Snow blends into land, trys to fill the gaps
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