Sun, 26 Dec 2010 19:06:10 +0300 Apply 2fa92e9a0a here 0.9.15
unC0Rr [Sun, 26 Dec 2010 19:06:10 +0300] rev 4693
Apply 2fa92e9a0a here
Sun, 26 Dec 2010 18:56:00 +0300 Update doc a bit
unc0rr [Sun, 26 Dec 2010 18:56:00 +0300] rev 4692
Update doc a bit
Sun, 26 Dec 2010 15:50:21 +0100 Turn off dust when drilling through air 0.9.15
Palewolf [Sun, 26 Dec 2010 15:50:21 +0100] rev 4691
Turn off dust when drilling through air
Sun, 26 Dec 2010 10:47:03 -0500 revert last change. ordinary fire is fine, but HHG screws up.
nemo [Sun, 26 Dec 2010 10:47:03 -0500] rev 4690
revert last change. ordinary fire is fine, but HHG screws up.
Sun, 26 Dec 2010 14:58:28 +0100 Added star, exclamation and question mark signs 0.9.15
Palewolf [Sun, 26 Dec 2010 14:58:28 +0100] rev 4689
Added star, exclamation and question mark signs
Sun, 26 Dec 2010 10:31:10 -0500 disable landbackpixel on small explosions
nemo [Sun, 26 Dec 2010 10:31:10 -0500] rev 4688
disable landbackpixel on small explosions
Sun, 26 Dec 2010 00:47:18 -0500 pull in a few changes from default 0.9.15
nemo [Sun, 26 Dec 2010 00:47:18 -0500] rev 4687
pull in a few changes from default
Sun, 26 Dec 2010 00:28:23 -0500 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.
nemo [Sun, 26 Dec 2010 00:28:23 -0500] rev 4686
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.
Sun, 26 Dec 2010 00:15:41 +0100 Small fixes. Thanks Hennek. 0.9.15
Palewolf [Sun, 26 Dec 2010 00:15:41 +0100] rev 4685
Small fixes. Thanks Hennek.
Sat, 25 Dec 2010 22:58:35 -0500 +2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
nemo [Sat, 25 Dec 2010 22:58:35 -0500] rev 4684
+2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
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