Age | Commit message (Collapse) | Author |
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For some reason I only converted one of the two modal windows we
have, and completely forgot the other.
While at it, synchronize the way those two modal windows work
in terms of "next_update".
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Adding to _realtime_ticks in a random place is a bit of a hack,
and by using modern C++, we can avoid this hack.
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window, and give it the same 'basic' visibility as 'in-game tree placement'.
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AutoDeleteSmallVector obsolete.
DropDownListItem are strongly managed using std::unique_ptr to ensure leak-free handling. Appropriate use
of move-semantics make intent a lot clearer than parameter comments and allows the compiler to generate
copy-free code for most situations.
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A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
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std::vector::[push|emplace]_back()
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Normalize type and parsing of generation_seed across all files
Add assert_compile() to ensure correct type
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DetailedFileType.
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definitions.
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the original landscape generator.
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code.
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height
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editor to be entered directly (ic111)
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a map
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really need it, use the console.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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dropdowns
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after construction.
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mentioning possible deviations.
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values for size computations.
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the window.
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QueryStrings per widget instead.
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QueryStringBaseWindow and directly use QueryString.
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Window::OnEditboxChanged.
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no effect whatsoever.
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