Age | Commit message (Collapse) | Author |
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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DetailedFileType.
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definitions.
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configured height
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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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a set for marking the flow area of a river
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simplify calculation of explosion points when clearing.
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information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)
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related classes
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loop. (monoid)
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as well.
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changes to reduce casting
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for the water/river code
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TILE_HEIGHT for the snow line code
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use it
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Get*PixelZ functions, and let Get*PixelZ wrap around the new function (multiplying the Z by TILE_HEIGHT) just like TileHeight and TilePixelHeight
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functions if they return the Z in pixels (like TilePixelHeight)
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the map (mhl)
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lake is created
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paused mode. They block the view.
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that can be cleared/terraformed by a company
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Based on patch by fonsinchen
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as well
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for clearing water for stuff which results in water after clearing.
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_cleared_object_areas.
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original map generator.
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sloped or elevated sea tiles
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canal didn't take the cost for clearing the sea into account
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repeated testruns resp. the exec run.
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causing invalid memory reads / double free
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of every 250 ticks
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actually movable; e.g. HQ and owned land are pretty movable.
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