| Commit message (Collapse) | Author | Age |
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"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y. Basically it works
like "[verticalframe" but in 2D.
For testing, I combined the four default_chest images into one.
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Inverts the given channels of the base image.
Mode may contain the characters "r", "g", "b", "a".
Only the channels that are mentioned in the mode string will be inverted.
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according to the given ratio. r must be between 0 and 255. 0 means totally transparent. 255 means totally opaque. Useful for texture overlaying.
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destination alpha"
Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf
Fixes #3952
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Also, rework the colorizing code to be more efficient.
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Changes:
* Fix indentation.
* Pass strings by const reference.
* Merge Strfnd and WStrfnd into one class instead of copying them.
* Remove trailing spaces.
* Fix variable names.
* Move to util.
* Other miscellaneous style fixes.
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- Add "thr_" prefix to thread utility functions
- Compare threadid_ts in a portable manner, where possible
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* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
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Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
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JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
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later in the process, when images are converted to textures, instead of right after image load, so the original image is unmodified for generateImagePart.
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Signed off by: Zeno, kwolekr
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NDEBUG is defined), replace those usages with persistent alternatives
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tile.hpp to src/client/
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