With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.
We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.
The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.
The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs