Age | Commit message (Collapse) | Author |
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higher maps were not ignored properly causing much smoother maps than wanted
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needed for much higher maps
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conversion to height_t too many
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comments
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to the maximum height of the map
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height of the landscape; a 24 high mountain at 64x64 leaves barely any usable space, but on a 4096x4096 it's just a "small" bump (ic111)
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size and X/Y variables due to X/Y in comparisons occasionally getting smaller than 0 due to subtractions
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distribution happens for non-square maps (attempt to make reasonably square areas)
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instead of performing more and more loops the larger the map becomes to elaborately set the height to 0 many times, just run it for each frequency and be done with it
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constants and simplify clamping by actually using Clamp
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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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to new IsInnerTile method (cirdan, LordAro)
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various sources (including Eagle_rainbow, MinchinWeb)
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Doxygen improvements.
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coding style
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map generation window (based on patch by CommanderZ).
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casting from floats to integers
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generator. Evolved from curve map idea from Zephyris.
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which edges will be water to 4 pushbuttons (based on patch by planetmaker).
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CommanderZ.
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amplitudes/16.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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