Sun, 16 Oct 2011 15:09:26 -0400 |
nemo |
tweak. constrain to full opacity
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Sun, 16 Oct 2011 11:45:46 -0400 |
nemo |
Blend the outter side too
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Sat, 08 Oct 2011 00:34:41 -0400 |
nemo |
Couple more, add back misplaced clearing of Land
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Fri, 07 Oct 2011 23:57:14 -0400 |
nemo |
Add landbacktex to a few maps, just to see how it looks.
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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.
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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
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Sat, 24 Sep 2011 22:16:49 +0400 |
unC0Rr |
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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Tue, 13 Sep 2011 21:25:13 -0400 |
nemo |
smoothing should be after despeckling
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Tue, 13 Sep 2011 00:51:02 -0400 |
nemo |
Don't set lfDamaged for small tunnels
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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.
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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.
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Sat, 27 Aug 2011 14:54:56 -0400 |
nemo |
implement proper blending
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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.
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Sat, 30 Jul 2011 14:52:25 -0400 |
nemo |
kill off some speckles, crank up land gun output
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Sun, 03 Jul 2011 20:14:03 -0400 |
nemo |
oops
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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
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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.
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Tue, 28 Jun 2011 19:16:42 -0400 |
nemo |
sweep up some AA pixels
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Sun, 26 Jun 2011 20:29:08 -0400 |
nemo |
Use an ifdef instead, add despeckling of tunnels
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Sun, 26 Jun 2011 16:34:31 -0400 |
nemo |
add missing nil check, increase despeckling of background too
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Mon, 20 Jun 2011 20:46:27 -0400 |
nemo |
Avoid desyncing on blurry land
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Mon, 20 Jun 2011 09:32:31 -0400 |
nemo |
move smoothing into separate function, adjust call order
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Mon, 20 Jun 2011 09:15:24 -0400 |
nemo |
25%, not 50%
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Mon, 20 Jun 2011 02:03:15 -0400 |
nemo |
More AA - try smoothing explosions a bit
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Wed, 27 Apr 2011 15:57:23 +0400 |
unc0rr |
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
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Tue, 22 Mar 2011 23:01:26 -0400 |
nemo |
Fix endianness
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Sun, 30 Jan 2011 19:05:31 +0100 |
Henek |
fixed unlimeted fuel bug for rcplane
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Fri, 31 Dec 2010 00:37:39 +0100 |
Palewolf |
Snow blends into land, trys to fill the gaps
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Sun, 26 Dec 2010 12:42:22 -0500 |
nemo |
oops. forgot to check on indestructible in combination with disableLandBack
0.9.15
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