This is for helping click accurancy, specially because of the new
"attack a nearby unit from an other direction" feature.
Please test and comment the usefullness and look of this. Maybe add a
"bad" highlight for blocked directions ? The code and images are just
a quick hack to see if and how we want this.
* upon scrolling the background static (so maps scrolls over wood)
* _off^usr has redraw glitches since background is only updated every
now and then
* the alpha at the border tends to "build up"
* we impose a huge performance hit
The code still needs a lot of work, but what needs to be done heavily
depends on whether or not the half-hexes are reintroduced so that the
is postponed until that descission has been made.
to indicate the number of scenarios in a single path through the game,
and did not count 'talk-only' scenarios. Also added myself to the
credits of campaign which i've provided custom graphics for.
Most are banished by use of a new UNUSED macro that expnds to the
right GNU C++ attribute but an empty string elsewhere. I have the
definition being generated into config.h, which therefore has to be
included a few places it wasn't before. There might be a better place
to put it.
- use hex-masked images make more sense, even if it's just few pixels
difference
- prevent to add image in the UNSCALED cache, since we now don't use
it for the main map
- when starting a unshrouded map, it will load in the hexed cache the
few terrains used on the minimap, so these ones will be already hexed
when scrolling the main map
...for standard terrain at default zoom level:
Previously the image type UNMASKED was a cache for hex-masking and
scaling. added a type HEXED for caching the hex-masking, when using
it skip the UNSCALED, since these hexed images will normally never be
used non-hexed.
So this new cache doesn't cost memory and hex-masking doesn't need to
be redone when zooming.
At default zoom level, we can now skip the UNMASKED cache, so will
spare a cache level in memory
In theory, we win 25%-33% of memory space (depend of the use of
BRIGHTENED) for standard terrain hexes.
Note: the hex-masking and scaling operations are now inverted, it
doesn't seems to have a visible effect.