hedgewars/uLandGraphics.pas
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
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