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hedgewars/uLandGraphics.pas
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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