2013-04-01 |
unc0rr |
Hey, there was inc(Radius, 4)
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2013-03-27 |
koda |
merge correction, also what's with all those trailing whitespaces?
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2013-03-23 |
Urbertar |
Remove some duplicating code from uLandGraphics.pas
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2013-03-26 |
nemo |
Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
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2013-03-22 |
sheepluva |
remove engine warnings
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2013-03-18 |
nemo |
More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
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2013-03-17 |
nemo |
Add some flags for a few of the magic Land values
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2013-03-03 |
Urbertar |
Fix water on ice setting
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2013-03-02 |
nemo |
tweaks to sea ice appearance
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2013-02-28 |
koda |
mysterious merge
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2013-02-28 |
Urbertar |
Draw ice on water
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2013-02-28 |
Urbertar |
Make refactoring. Remove DrawIce function
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2013-02-28 |
nemo |
Apologies if jaree had done something similar, but didn't see anything in repo pull. This removes Land[] mixed w/ LandPixels[] and streamlines things a little
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2013-02-27 |
nemo |
define ice edge colour
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2013-02-27 |
Urbertar |
Draw ice on water
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2013-02-27 |
nemo |
huh. how'd we end up needing a merge here...
icegun
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2013-02-26 |
Urbertar |
Separate setting and drawing ice
icegun
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2013-02-26 |
Urbertar |
Make little refactoring
icegun
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2013-02-26 |
Urbertar |
Check is lanscape already ice
icegun
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2013-02-26 |
nemo |
put ice colour in uVariables, add check for land that is already ice
icegun
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2013-02-26 |
Urbertar |
Change shape of ice to round
icegun
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2013-02-26 |
nemo |
graphics tweak. flag a couple more overeager setall HH
icegun
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2012-11-11 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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2012-08-06 |
nemo |
revert 3188794b9d87. does not do what I'd like.
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2012-08-05 |
nemo |
Perf opt for the c conversion. Use downto instead to avoid repeated function calls in the loop
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2012-06-24 |
nemo |
Step 1. Add current hedgehog as top bit of bottom byte.
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2012-06-23 |
unc0rr |
- Fix cake bug introduced in r2ccfc93c6b5e
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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
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2012-05-30 |
unc0rr |
This should make drawn maps rendering even more faster
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2012-05-30 |
unc0rr |
Render drawn maps 10-500 times faster
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2012-05-09 |
nemo |
Reflects change in previous revision to uTypes
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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)
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2012-05-01 |
koda |
breaking news, we don't support typed consts anymore
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2012-02-17 |
koda |
the most important commit of the year
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2012-02-12 |
nemo |
oops
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2012-01-17 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2011-12-03 |
unc0rr |
- Give uLand more modularity
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2011-11-27 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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2011-11-13 |
unc0rr |
Introduce initialization expressions
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2011-10-16 |
nemo |
tweak. constrain to full opacity
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2011-10-16 |
nemo |
Blend the outter side too
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2011-10-08 |
nemo |
Couple more, add back misplaced clearing of Land
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2011-10-08 |
nemo |
Add landbacktex to a few maps, just to see how it looks.
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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.
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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
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2011-09-24 |
unC0Rr |
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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2011-09-14 |
nemo |
smoothing should be after despeckling
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2011-09-13 |
nemo |
Don't set lfDamaged for small tunnels
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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.
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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.
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2011-08-27 |
nemo |
implement proper blending
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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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