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<title>powder/src/elements/deut.c, branch solidswork</title>
<subtitle>The Powder Toy</subtitle>
<link rel='alternate' type='text/html' href='http://git.unaligned.org/git/powder/'/>
<entry>
<title>Remove old code</title>
<updated>2012-11-17T19:43:59Z</updated>
<author>
<name>Simon Robertshaw</name>
<email>simon@hardwired.org.uk</email>
</author>
<published>2012-11-17T19:43:59Z</published>
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</content>
</entry>
<entry>
<title>Added GPLv3+ license headers to all files in src/elements/</title>
<updated>2012-05-06T11:55:05Z</updated>
<author>
<name>Aditya Vaidya</name>
<email>kroq.gar78@gmail.com</email>
</author>
<published>2012-05-06T04:47:27Z</published>
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</content>
</entry>
<entry>
<title>Fix glow for deut at ligh</title>
<updated>2012-03-17T18:15:45Z</updated>
<author>
<name>Simon Robertshaw</name>
<email>simon@hardwired.org.uk</email>
</author>
<published>2012-03-17T18:15:45Z</published>
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</div>
</content>
</entry>
<entry>
<title>Make DEUT compress when Newtonian gravity is applied to it</title>
<updated>2012-02-18T23:46:08Z</updated>
<author>
<name>jacksonmj</name>
<email>mj-pt@jacksonmj.co.uk</email>
</author>
<published>2012-02-18T23:12:42Z</published>
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</div>
</content>
</entry>
<entry>
<title>Pass particle pointer to graphics update function instead of index. Make PIPE use subcall to get graphics info. Cache for particle graphics properties. Stickman PSPEC_STICKMAN added and implemented</title>
<updated>2011-10-23T12:52:26Z</updated>
<author>
<name>Simon Robertshaw</name>
<email>simon@hardwired.org.uk</email>
</author>
<published>2011-10-23T12:52:26Z</published>
<link rel='alternate' type='text/html' href='http://git.unaligned.org/git/powder/commit/?id=1c7b9d9949f4aca2ceba44b9d41420ad34c69f94'/>
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<pre>
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</div>
</content>
</entry>
<entry>
<title>Implement Blur mode and embed shaders</title>
<updated>2011-10-20T15:28:49Z</updated>
<author>
<name>Simon Robertshaw</name>
<email>simon@hardwired.org.uk</email>
</author>
<published>2011-10-20T15:28:49Z</published>
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</div>
</content>
</entry>
<entry>
<title>Implement more particle graphics</title>
<updated>2011-10-12T11:37:04Z</updated>
<author>
<name>Simon Robertshaw</name>
<email>simon@hardwired.org.uk</email>
</author>
<published>2011-10-12T11:37:04Z</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Always check bmap when creating particles</title>
<updated>2011-08-30T11:34:28Z</updated>
<author>
<name>jacksonmj</name>
<email>mj-pt@jacksonmj.co.uk</email>
</author>
<published>2011-08-30T00:16:42Z</published>
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</entry>
<entry>
<title>Remove blocking walls from pmap</title>
<updated>2011-08-27T10:37:03Z</updated>
<author>
<name>jacksonmj</name>
<email>mj-pt@jacksonmj.co.uk</email>
</author>
<published>2011-08-24T15:35:52Z</published>
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<id>42cfb74c2bb82eb185962a17f848e47265a16316</id>
<content type='text'>
2.5% speed increase on a screen full of water
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2.5% speed increase on a screen full of water
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</content>
</entry>
<entry>
<title>Change include file for element update functions</title>
<updated>2011-01-28T19:36:26Z</updated>
<author>
<name>jacksonmj</name>
<email>jacksonmj@jacksonmj.none</email>
</author>
<published>2011-01-28T19:34:16Z</published>
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