Commit Graph

51349 Commits (5afa1b93eba08224e88f69b10b241da4bd76dc8f)
 

Author SHA1 Message Date
TELK 94d2438d3d Update: Korean translations till 428136f 3 years ago
TELK cbdba03378 Update: Korean translation for PR#268, 271, 274, 275 3 years ago
TELK fdc3818a71 Update: Korean translation for pbs_safe_wating 3 years ago
Jonathan G Rennison 6c7fccff5d Reduce duplication of GetTileZ calls in tree placement 3 years ago
Jonathan G Rennison 428136fa97 Merge PR #278 (improved trees) into jgrpp 3 years ago
Jonathan G Rennison 82fa6ed711 Whitespace adjustments 3 years ago
Andreas Schmitt d719b09cf0 Tweak the dispersed spreading a bit more 3 years ago
Andreas Schmitt f944c9e7ba Reduce building of cacti 3 years ago
Andreas Schmitt fe3c5d0330 Add another sparse tree growth area above the snow line and prevent that area from overgrowing 3 years ago
Andreas Schmitt 6c2152045a Fix banding issue in artic tree range
Using tile index for randomization is a very very very bad idea
3 years ago
Andreas Schmitt 3b4cbd3323 Improve tree placement
Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.

This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.

This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
3 years ago
Jonathan G Rennison ac9749d015 Merge PR #283 (max city height) into jgrpp 3 years ago
Jonathan G Rennison 24834c86f7 Allow changing max town height level setting in-game (for town founding) 3 years ago
Andreas Schmitt 5fe1963feb Lower minimum to 2 3 years ago
Andreas Schmitt a17efcd7d5 Introduce setting for a max height level for towns
Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.

This change allows the player to specify that the towns should be generated in the valleys.
3 years ago
Jonathan G Rennison 073d3bb88c Merge PR #272 (public roads) into jgrpp 3 years ago
Andreas Schmitt c475fb12c0 Add sanity check 3 years ago
Andreas Schmitt 7a0150735e Adjust the cost function again for better bridge and tunnel use 3 years ago
Andreas Schmitt d4fd7f62d1 Build a couple of cycles in the network by connecting each town to the three closest ones in its network 3 years ago
Jonathan G Rennison f53ed56200 Increase bridge/tunnel per-tile cost 3 years ago
Jonathan G Rennison 3a67065332 Add a build public roads button to the scenario editor 3 years ago
Jonathan G Rennison 9683676df1 Use GetTileMaxZ for slope cost check to avoid overly penalising foundations 3 years ago
Jonathan G Rennison 5e7b8ccd43 Only calculate input points once in IsBlockedByPreviousBridgeOrTunnel 3 years ago
Jonathan G Rennison 90e75871ad Fix bridge/tunnel building not using DC_AUTO
This could result in existing infrastructure being removed at
the bridge/tunnel far end
3 years ago
Jonathan G Rennison 724474e435 Use MayTownBuildBridgeType/BSCF_NOT_AVAILABLE_TOWN for bridge type check 3 years ago
Jonathan G Rennison 96bfcd587b Fix signedness mismatch warning in tunnel length check 3 years ago
Andreas Schmitt a3d1b916d1 Limit tunnel length at the proper place 3 years ago
Andreas Schmitt 3e771dc18d Revert bug inducing change 3 years ago
Andreas Schmitt b175203d54 Add comment 3 years ago
Andreas Schmitt a73cb99695 Do not build bridges with additional specs
Prior to this change, additional bridge sets like modular bridges would be used.
Those might not be suitable for public roads. Those bridges should be left to the player.
3 years ago
Andreas Schmitt 198ef11a2b Force the pathfinder to build serpentine roads 3 years ago
Jonathan G Rennison bd41cb618a Allow using and building trivial foundations
(3 corners raised and 2 opposite corners raised)
3 years ago
Jonathan G Rennison 0f336bba57 Give bridges over the sea a more generous length limit 3 years ago
Jonathan G Rennison bfdabf4cb2 Allow building on coast tiles 3 years ago
Jonathan G Rennison 63534f97bd Make bridges and tunnels significantly more costly 3 years ago
Jonathan G Rennison a6f7478873 Adjust comment for BASE_COST_PER_TILE 3 years ago
Jonathan G Rennison d182b0b138 Remove "using namespace std" 3 years ago
Jonathan G Rennison 1647f9a616 Avoid redundant calls to DistanceManhattan in town_network_distance 3 years ago
Jonathan G Rennison e95447edac Avoid unnecessarily converting lambda to std::function 3 years ago
Jonathan G Rennison e46fb1aa99 Fix loading of build public roads setting from JokerPP savegames 3 years ago
Jonathan G Rennison 1732e0a366 Remove trailing whitespace 3 years ago
Andreas Schmitt ac8da77d0b Fixing a stupid error 3 years ago
Andreas Schmitt 35a98fae7d Try and fix another assertion failure 3 years ago
Andreas Schmitt a6dae1426c Re-implement the cost function 3 years ago
Andreas Schmitt 5d51909c36 Reorganize file 3 years ago
Andreas Schmitt 2b1d73cb3d Fix tunnel glitch 3 years ago
Andreas Schmitt 7601720ff7 landscape.cpp fixes 3 years ago
Andreas Schmitt 44fe1ca00b Tweak the bridge generation 3 years ago
Andreas Schmitt a1df69be87 Check for overlaps and intersections of planned bridges and tunnels 3 years ago
Andreas Schmitt 1899b1877d Improve performance even more 3 years ago