...move into separate cpp/hpp pair. The code under src/ was modified
mainly using a global search-and-replace. This change allows reducing
code dependencies and gets rid of inner-class confusion (parts of the
code had to use "location" when referring to gamemap::location, it is
now consistent across the codebase.)
Added namespace 'rand_rng' to random.[ch]pp and changed callers
accordingly. Functions declared in random.[ch]pp are left in default
namespace.
This was part of a potential RNG bug hunt which turned up empty. The
namespace helps prevent some potential ambiguities as we have classes
declared using lower case and methods of the same name and case. The
namespace allows for non-ambiguous reference with the class.
It didn't use the same pathfinding solution as the local UI.
This gave visually different moves, and in worst case scenario, causes
enemy to pass through your invisible units (other player didn't really
took this path) This also activate the new smart pathfinding features
for replay moves and is much faster (~10x often more)
...that was introduced in 2007-07-03T18:33:02Z!sirhawkeye64@yahoo.com (and perpetuated by
2007-12-26T06:10:11Z!paniemin@cc.hut.fi and 2008-03-19T17:44:45Z!bruno@wolff.to).
revert 2008-05-03T04:11:52Z!patrick_x99@hotmail.com since it apparently didn't work
- get rid of redundant functionality
- make the unit_type_data interface more easily accessible
- reduce the public interface of unit_type_data
- rename unit_type_factory to unit_type_map_wrapper
- add a whole lot of "const"
Rename game_data to unit_type_data and make it a singleton to prevent
passing the same instance throughout the whole code and make
subsequent optimization less painful.
...by using id= everywhere, rather than description=, as the attribute
for both team and side IDs. Note: This will almost certainly break MP
compatibility.
This will cause unit names to be displayed incorrectly from savefiles made
since 2008-03-14T01:38:17Z!esr@thyrsus.com. It was either that or break compatibility with 1.3/1.4
savefiles.
* ONSCREEN scrolls go into 50% center region instead of perfectly into
the center
* do the minimum possible number of scrolls if a move path does not
fit on-screen
* make fights always have 1/2 hex visible space around them In my
tests the number of scrolls did go down by about 5%, and the median
scrolling distance about 30%.
Additionally enemy moves do no longer unhighlight the player's
selection. I'm not sure if this is a bug or a feature. There is a
small glitch that you have to move the mouse 1px to get the update
during enemy turns. (it should call mouse_update() somewhere)
...before calculating the checksum
Please check if all those keys/tags are really non-critical for
gameplay and whether there are more that I missed.
This commit breaks compatibility so best not to miss anything..
...and only govern the display of the timestamp by the preferences
also display the timestamp everywhere not only in-game (fixes bug
#10572: Making the timestamp feature better)