hedgewars/uLandGraphics.pas
2013-04-01 unc0rr Hey, there was inc(Radius, 4)
2013-03-27 koda merge correction, also what's with all those trailing whitespaces?
2013-03-23 Urbertar Remove some duplicating code from uLandGraphics.pas
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.
2013-03-22 sheepluva remove engine warnings
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.
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-03-03 Urbertar Fix water on ice setting
2013-03-02 nemo tweaks to sea ice appearance
2013-02-28 koda mysterious merge
2013-02-28 Urbertar Draw ice on water
2013-02-28 Urbertar Make refactoring. Remove DrawIce function
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
2013-02-27 nemo define ice edge colour
2013-02-27 Urbertar Draw ice on water
2013-02-27 nemo huh. how'd we end up needing a merge here... icegun
2013-02-26 Urbertar Separate setting and drawing ice icegun
2013-02-26 Urbertar Make little refactoring icegun
2013-02-26 Urbertar Check is lanscape already ice icegun
2013-02-26 nemo put ice colour in uVariables, add check for land that is already ice icegun
2013-02-26 Urbertar Change shape of ice to round icegun
2013-02-26 nemo graphics tweak. flag a couple more overeager setall HH icegun
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-08-06 nemo revert 3188794b9d87. does not do what I'd like.
2012-08-05 nemo Perf opt for the c conversion. Use downto instead to avoid repeated function calls in the loop
2012-06-24 nemo Step 1. Add current hedgehog as top bit of bottom byte.
2012-06-23 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
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
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