hedgewars/uLandGraphics.pas
Fri, 30 Sep 2011 22:33:28 -0400 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
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Tue, 13 Sep 2011 21:25:13 -0400 nemo smoothing should be after despeckling
Tue, 13 Sep 2011 00:51:02 -0400 nemo Don't set lfDamaged for small tunnels
Tue, 13 Sep 2011 00:13:01 -0400 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.
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
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