Justin Marshall
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d983592f2e
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Fixed a bug were nonremappable buildings were getting team colors assigned.
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2020-08-05 13:36:11 -07:00 |
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Justin Marshall
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dcd40b2018
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Switched civilian building anims over to the TS SHP pipeline(from PNG) so the shadows work and such but for some reason these three civi buildings are more yellow need to look into that.
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2020-08-05 12:55:32 -07:00 |
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Justin Marshall
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9ca02bef6e
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Added RA2 pillbox and added missing IdleAnimIgnorePowerState in Read_INI.
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2020-08-05 11:52:11 -07:00 |
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Justin Marshall
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50024e0125
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Temp fix for shroud gaps, units no longer will draw in shroud neighbor tiles.
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2020-08-04 21:26:37 -07:00 |
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Justin Marshall
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ee069c90bb
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Added Tiberian Sun shroud borders for fog of war.
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2020-08-04 18:42:30 -07:00 |
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Justin Marshall
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2c445ae910
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Radar dome will still render idle animation on low power.
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2020-08-04 14:55:33 -07:00 |
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Justin Marshall
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cfe934e8db
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Fixed a bug were HD images would draw broken shadows.
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2020-08-04 14:44:50 -07:00 |
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Justin Marshall
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72f75b1872
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Added tesla coil side bar icon, added fastbuild option in rules.ini.
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2020-08-04 14:14:40 -07:00 |
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Justin Marshall
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f8699651b4
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Fixed a bug from previous CL that broke shadows.
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2020-08-04 14:02:21 -07:00 |
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Justin Marshall
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0e3ccf4bcf
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Re-enabled preq and cost for tesla coil.
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2020-08-04 13:47:43 -07:00 |
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Justin Marshall
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1d79c5ddd8
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Added RA2 tesla coil graphics, cleaned up Image_CreateImageFrom8Bit.
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2020-08-04 13:45:53 -07:00 |
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Justin Marshall
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5481bd1e7d
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Checked in gameplay rules for Prism Tower.
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2020-08-04 12:08:19 -07:00 |
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Justin Marshall
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cbd359e387
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Initial Prism zap support.
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2020-08-04 10:49:25 -07:00 |
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Justin Marshall
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6ee6c84777
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Tesla attack now works with active shp's.
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2020-08-04 07:30:32 -07:00 |
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Justin Marshall
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978a1f6a05
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Fixed a bug were the briefing screen would trigger for skirmish games.
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2020-08-03 14:33:24 -07:00 |
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Justin Marshall
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0717d93deb
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Added RA2 radar dome.
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2020-08-03 13:38:31 -07:00 |
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Justin Marshall
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2d6681465f
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Added HD image support for sidebar unit/building icons. Icons but 32bit and 8bit for sidebar unit/building icons are now loaded at startup rather then when requested.
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2020-08-03 11:35:01 -07:00 |
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Justin Marshall
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65ebb17489
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TS/RA2 SHP shadow support.
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2020-08-03 08:36:06 -07:00 |
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Justin Marshall
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19b9cb16f8
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Added anim frame range support for buildings in rules.ini. Added prism tower.
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2020-08-02 18:26:40 -07:00 |
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Justin Marshall
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dff22b0d9f
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Added author tags for GetHSVHouseColor thanks tomson26!
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2020-08-02 15:54:43 -07:00 |
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Justin Marshall
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63b1529c25
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Tiberian Sun SHP are now HSV color shifted.
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2020-08-02 13:52:05 -07:00 |
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Justin Marshall
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d7270bccc9
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Fixed a bug in the original RA code were the make animation wouldn't play if there was too many frames. TS make building animations now load.
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2020-08-01 19:00:39 -07:00 |
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Justin Marshall
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56eadd7086
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Added building faction colors.
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2020-08-01 15:36:03 -07:00 |
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Justin Marshall
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3763e9e2ed
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Added support for separate active animation SHP.
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2020-08-01 13:17:17 -07:00 |
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Justin Marshall
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857f0b7f60
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RA2/TS idle animation support. TS uncompressed tile support. Smaller shapes then the main image now blit to a correctly sized buffer.
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2020-08-01 12:22:29 -07:00 |
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Justin Marshall
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8e4a9a019c
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Added custom theater palette support in Rules.ini. Fixed a crash bug in TS/RA2 SHP were referenced frames can exceed total SHP frames.
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2020-08-01 10:27:11 -07:00 |
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Justin Marshall
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93a0819fe9
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Missing file from previous CL.
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2020-08-01 09:07:22 -07:00 |
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Justin Marshall
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32a81a0174
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Added Tiberian Sun/Red Alert SHP file support. Added EXPAND3.MIX for Allied Force data.
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2020-07-31 21:52:32 -07:00 |
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Justin Marshall
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1d8cd100b0
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Removed legacy "bigbuffer" and "compressed" rendering code.
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2020-07-31 19:12:38 -07:00 |
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Justin Marshall
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53e7eb3a61
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Cleaned up shape.cpp, all legacy rendering functions removed.
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2020-07-31 18:40:47 -07:00 |
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Justin Marshall
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25eaf35842
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Added isometric placement tiles from snmiglight.
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2020-07-31 10:36:52 -07:00 |
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Justin Marshall
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3965b5c366
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Increased LEPTON_Y to 256.
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2020-07-29 15:08:49 -07:00 |
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Justin Marshall
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0c9d026780
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Fixed a crash in release were PlayerPtr->ActLike references HOUSE_MULTI%N% houses and crashes.
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2020-07-28 20:11:58 -07:00 |
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Justin Marshall
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aa6d4f18d7
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Pressing H will now bring you to your MCV/Con_Yard(temp solution). H will no longer put you out of bounds.
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2020-07-28 20:02:02 -07:00 |
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Justin Marshall
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0c2a72ed9d
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Map editor unit selection now goes down the same pixel accurate system as the main game.
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2020-07-28 18:23:06 -07:00 |
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Justin Marshall
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ebbce748ee
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Fixed unit selection and cursor actions not being pixel accurate. Visible Cells/Visible Cell Render world positions are now cached.
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2020-07-28 16:40:48 -07:00 |
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Justin Marshall
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a97502f650
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Zoom level now capped at 7, tiles outside the zoomed area shouldn't render anymore.
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2020-07-28 09:40:30 -07:00 |
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Justin Marshall
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c28f4d0cfa
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Viewport zoom, adjust in redalert.ini(ZoomLevel) F5/F6 to zoom in and out.
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2020-07-27 10:52:41 -07:00 |
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Justin Marshall
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364659e640
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You can now remove big overlays in the editor.
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2020-07-25 14:04:12 -07:00 |
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Justin Marshall
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21a7ea57ea
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Skirmish map added and works.
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2020-07-25 12:06:41 -07:00 |
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Justin Marshall
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ef2f046714
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Added new multiplayer test map(missing starting points).
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2020-07-25 11:59:56 -07:00 |
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Justin Marshall
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8426284973
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Added bigoverlay Cliff01-Cliff40 tiles(restricted assets!).
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2020-07-25 10:06:54 -07:00 |
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Justin Marshall
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ea4d95860a
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Fixed a bug were bigoverlay wouldn't show in editor due to fog of war. Debug bigoverlay tiles are now disabled.
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2020-07-24 20:37:46 -07:00 |
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Justin Marshall
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06ab957c18
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BigOverlays is now affected by Fog of War.
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2020-07-24 20:31:57 -07:00 |
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Justin Marshall
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618a31fb8c
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BigOverlays will now affect pathfinding.
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2020-07-24 20:25:54 -07:00 |
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Justin Marshall
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908f6c9c3e
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Added new big overlay system.
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2020-07-24 15:00:19 -07:00 |
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Justin Marshall
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b72170fd11
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Cleaned up cdata.
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2020-07-23 13:37:21 -07:00 |
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Justin Marshall
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2c94154079
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Removed RenderedFrameObjects and replaced with lastFrameRendered.
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2020-07-23 11:26:08 -07:00 |
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Justin Marshall
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e55af30b13
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Display tile cache is now complete for render icons. External code now compiles with optimizations.
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2020-07-23 11:14:51 -07:00 |
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Justin Marshall
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8e6e539bd2
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Visible and shadowed cells are now cached at the start of the frame(cuts down processing by 30%).
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2020-07-23 09:56:40 -07:00 |
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