Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-29 | Codechange: move from C-string to std::string for DoCommand | rubidium42 | |
2021-04-10 | Fix 70bc55cfd6e: snow line height was set while calculating desert line (#8989) | Patric Stout | |
Seems I liked copy/pasting just a tiny bit too much. | |||
2021-03-26 | Change: rename setting "max_heightlevel" to "map_height_limit" | Patric Stout | |
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value. | |||
2021-03-26 | Feature: setting to indicate desert coverage for tropic climate | Patric Stout | |
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions. | |||
2021-03-26 | Feature: setting to indicate snow coverage for arctic climate (replaces snow ↵ | Patric Stout | |
line height) Setting the snow coverage (in % of the map) makes a lot more sense to the human, while still allowing the niche player to set (by finding the correct %) a snow line height they like. This makes for easier defaults, as it decoupled terrain height from amount of snow. Maps can never be 100% snow, as we do not have sprites for coastal tiles. Internally, this calculates the best snow line height to approach this coverage as close as possible. | |||
2021-03-10 | Add: make modal windows update more smooth | Patric Stout | |
Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking. | |||
2021-01-08 | Codechange: Remove min/max functions in favour of STL variants (#8502) | Charles Pigott | |
2020-12-27 | Codechange: Convert some more FIO functions to take std::string. | Michael Lutz | |
2020-12-27 | Codechange: Replace assert_compile macro with static_assert | Charles Pigott | |
2020-12-15 | Fix: for original terrain generator, keep a single gap of water at the ↵ | SamuXarick | |
borders (#7883) This means that for NE/NW, it should have one more in case of freeform-edges, and in case of SE/SW it should have one less. Reminder: freeform-edges only adds VOID tiles on X=0 and Y=0. | |||
2020-07-03 | Fix: Globally apply preprocessor directive coding style | TechGeekNZ | |
Global; except for the 32-bit SSE blitter, which has some #DEFINEs in not-very-nice places. | |||
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-09-29 | Fix: Some typos found using codespell | JMcKiern | |
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-02-23 | Fix: Remove desert around lakes upon generation | SamuXarick | |
2019-02-08 | Codechange: Make the style of MakeVoid calls uniform (#7192) | Gabda | |
2019-01-31 | Codechange: [NPF] Add some consts. | J0an Josep | |
2019-01-24 | Codechange: Unify tile height model in all functions (Patch by adf88, #6583) | Johannes E. Krause | |
2019-01-24 | Fix: jumping effect when scrolling viewport over bottom edge of the map ↵ | Johannes E. Krause | |
(Patch by adf88, #6583) | |||
2019-01-24 | Codechange: Add InverseRemapCoords2 function for remapping viewport ↵ | Johannes E. Krause | |
coordinates to underlying tile coordinates (Patch by adf88, #6583) | |||
2018-07-19 | Feature: Framerate display window (#6822) | Niels Martin Hansen | |
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. | |||
2018-06-27 | Codechange: Silence -Wclass-memaccess warnings with GCC8 | Charles Pigott | |
2016-09-04 | (svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and ↵ | alberth | |
DetailedFileType. | |||
2016-09-04 | (svn r27635) -Codechange: Move FileType and FileToSaveLoad structure ↵ | alberth | |
definitions. | |||
2014-10-13 | (svn r27009) -Add: extra level of general map heightness (ChillCore) | rubidium | |
2014-09-21 | (svn r26883) -Change: make maximum desert height scale with the maximum ↵ | rubidium | |
configured height | |||
2014-04-23 | (svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵ | rubidium | |
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values | |||
2014-02-09 | (svn r26323) -Fix: update some constants related to map size. | fonsinchen | |
2014-02-06 | (svn r26309) -Codechange: instead of memsetting a byte array with zero, use ↵ | rubidium | |
a set for marking the flow area of a river | |||
2014-02-02 | (svn r26290) -Codechange: Use nicer orthogonal tile iterator constructor and ↵ | fonsinchen | |
simplify calculation of explosion points when clearing. | |||
2013-10-12 | (svn r25849) -Codechange: Introduce IsTileFlat to not compute full slope ↵ | zuu | |
information for situations when we only want to know if a tile is flat or not (cirdan, LordAro) | |||
2013-10-12 | (svn r25847) -Fix: Comment for GetFoundationSlope was wrong (cirdan, LordAro) | zuu | |
2013-06-09 | (svn r25354) -Add: link graph schedule and typedefs for LinkGraph and ↵ | fonsinchen | |
related classes | |||
2012-04-17 | (svn r24132) -Change [FS#4713]: Improve randomness of tile order in the tile ↵ | michi_cc | |
loop. (monoid) | |||
2012-02-04 | (svn r23885) -Codechange: Use the GRF sprite loader for then mapgen sprites ↵ | michi_cc | |
as well. | |||
2012-01-03 | (svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp files | rubidium | |
2011-11-04 | (svn r23106) -Codechange: pass int* to GetTileSlope and friends | rubidium | |
2011-11-04 | (svn r23104) -Codechange: prepare the vehicle/sign z for some further ↵ | rubidium | |
changes to reduce casting | |||
2011-11-04 | (svn r23099) -Codechange: remove pointless multiplications by TILE_HEIGHT ↵ | rubidium | |
for the water/river code | |||
2011-11-04 | (svn r23096) -Codechange: remove useless divisions and multiplications by ↵ | rubidium | |
TILE_HEIGHT for the snow line code | |||
2011-11-04 | (svn r23093) -Codechange: add a default NULL for the Z of GetTileSlope and ↵ | rubidium | |
use it | |||
2011-11-04 | (svn r23092) -Codechange: create a non-pixel version of some of the ↵ | rubidium | |
Get*PixelZ functions, and let Get*PixelZ wrap around the new function (multiplying the Z by TILE_HEIGHT) just like TileHeight and TilePixelHeight | |||
2011-11-04 | (svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ ↵ | rubidium | |
functions if they return the Z in pixels (like TilePixelHeight) | |||
2011-11-04 | (svn r23090) -Codechange: use map accessors instead of directly accessing ↵ | rubidium | |
the map (mhl) | |||
2011-11-03 | (svn r23084) -Codechange: get rid of a redundant variable | rubidium | |
2011-08-21 | (svn r22808) -Change [FS#4740]: make it less likely that a one tile wide ↵ | rubidium | |
lake is created | |||
2011-08-20 | (svn r22773) -Add: Some grass around rivers in desert areas. | michi_cc | |
2011-08-20 | (svn r22768) -Add: progress bar updates for river building | rubidium | |
2011-08-20 | (svn r22767) -Add: river generation | rubidium | |
2011-07-17 | (svn r22670) -Change: Do not spawn explosion effects when bulldozing in ↵ | frosch | |
paused mode. They block the view. |