hedgewars/uLandGraphics.pas
2012-06-03 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
2012-05-30 unc0rr This should make drawn maps rendering even more faster
2012-05-30 unc0rr Render drawn maps 10-500 times faster
2012-05-09 nemo Reflects change in previous revision to uTypes
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-02-17 koda the most important commit of the year
2012-02-12 nemo oops
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-03 unc0rr - Give uLand more modularity
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
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
2010-12-26 nemo oops. forgot to check on indestructible in combination with disableLandBack 0.9.15
2010-12-26 nemo add a disabling for landback, set it if flakes are enabled
2010-12-26 nemo revert last change. ordinary fire is fine, but HHG screws up.
2010-12-26 nemo disable landbackpixel on small explosions
2010-12-26 nemo remove all screwing about with uLandGraphics - have not found a way to properly handle LandBackTex through despeckling or fill checks that does not result in ugly fire damage or wiped out landbacktex. Would rather some snowflakes lines than that.
2010-12-24 nemo more fiddling with graphics to try and satisfy both fire and snow
2010-12-23 nemo oops. hopefully unbreak maps while still preserving mask behaviour as before (basketball nets etc)
2010-12-23 nemo more tweaking land graphics due to snow
2010-12-22 nemo Visual tweaks for snow
2010-11-21 unc0rr uDebug
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-08-21 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-07-30 smaxx Engine:
2010-07-02 nemo Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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