hedgewars/uLandGraphics.pas
Tue, 26 Feb 2013 16:04:35 +0200 Urbertar Check is lanscape already ice icegun
Tue, 26 Feb 2013 09:10:48 -0500 nemo put ice colour in uVariables, add check for land that is already ice icegun
Tue, 26 Feb 2013 15:15:20 +0200 Urbertar Change shape of ice to round icegun
Mon, 25 Feb 2013 19:19:41 -0500 nemo graphics tweak. flag a couple more overeager setall HH icegun
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Mon, 06 Aug 2012 10:18:57 -0400 nemo revert 3188794b9d87. does not do what I'd like.
Sat, 04 Aug 2012 22:51:41 -0400 nemo Perf opt for the c conversion. Use downto instead to avoid repeated function calls in the loop
Sat, 23 Jun 2012 21:37:47 -0400 nemo Step 1. Add current hedgehog as top bit of bottom byte.
Sat, 23 Jun 2012 22:44:11 +0400 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
Sun, 03 Jun 2012 18:52:22 -0400 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
Wed, 30 May 2012 22:45:30 +0400 unc0rr This should make drawn maps rendering even more faster
Wed, 30 May 2012 18:00:29 +0400 unc0rr Render drawn maps 10-500 times faster
Wed, 09 May 2012 17:33:25 -0400 nemo Reflects change in previous revision to uTypes
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Sun, 12 Feb 2012 15:11:47 -0500 nemo oops
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Sun, 04 Dec 2011 00:52:47 +0300 unc0rr - Give uLand more modularity
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Sun, 13 Nov 2011 13:46:26 +0300 unc0rr Introduce initialization expressions
Sun, 16 Oct 2011 15:09:26 -0400 nemo tweak. constrain to full opacity
Sun, 16 Oct 2011 11:45:46 -0400 nemo Blend the outter side too
Sat, 08 Oct 2011 00:34:41 -0400 nemo Couple more, add back misplaced clearing of Land
Fri, 07 Oct 2011 23:57:14 -0400 nemo Add landbacktex to a few maps, just to see how it looks.
Sun, 02 Oct 2011 10:36:43 -0400 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.
Fri, 30 Sep 2011 22:33:28 -0400 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
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Tue, 13 Sep 2011 21:25:13 -0400 nemo smoothing should be after despeckling
Tue, 13 Sep 2011 00:51:02 -0400 nemo Don't set lfDamaged for small tunnels
Tue, 13 Sep 2011 00:13:01 -0400 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.
Fri, 09 Sep 2011 18:30:40 -0400 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.
Sat, 27 Aug 2011 14:54:56 -0400 nemo implement proper blending
Fri, 26 Aug 2011 20:59:55 -0400 nemo Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
Sat, 30 Jul 2011 14:52:25 -0400 nemo kill off some speckles, crank up land gun output
Sun, 03 Jul 2011 20:14:03 -0400 nemo oops
Sun, 03 Jul 2011 20:01:13 -0400 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
Thu, 30 Jun 2011 18:20:41 -0400 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.
Tue, 28 Jun 2011 19:16:42 -0400 nemo sweep up some AA pixels
Sun, 26 Jun 2011 20:29:08 -0400 nemo Use an ifdef instead, add despeckling of tunnels
Sun, 26 Jun 2011 16:34:31 -0400 nemo add missing nil check, increase despeckling of background too
Mon, 20 Jun 2011 20:46:27 -0400 nemo Avoid desyncing on blurry land
Mon, 20 Jun 2011 09:32:31 -0400 nemo move smoothing into separate function, adjust call order
Mon, 20 Jun 2011 09:15:24 -0400 nemo 25%, not 50%
Mon, 20 Jun 2011 02:03:15 -0400 nemo More AA - try smoothing explosions a bit
Wed, 27 Apr 2011 15:57:23 +0400 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
Tue, 22 Mar 2011 23:01:26 -0400 nemo Fix endianness
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
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