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Sign upZlevels field function update #11472
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Coolthulhu
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Feb 27, 2015
KA101
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<Enhancement / Feature>
Game: Mechanics Change
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Mar 7, 2015
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Can't wait to see it in action! |
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Sorry to disappoint, but this is purely a technical change. Actual z-level fields like tall fires and clouds of smoke require this change, but are themselves a separate thing. The entire first "batch" of PRs is just technical stuff. |
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Still, that first batch is necessary for clouds of smoke to happen :) |
Coolthulhu
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Mar 21, 2015
Merged
Z-level update: lots of overloads #11705
Coolthulhu
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Mar 21, 2015
kevingranade
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CleverRaven:master
Mar 21, 2015
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cataclysmbnteam:zlev-field-basic
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Apr 10, 2015
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Coolthulhu commentedMar 6, 2015
Includes #11445
Changes map functions related to fields to tripoints. Old invocations are handled by overloads. Overloads construct tripoints.
As far as I know, most of the performance penalty from field comes from fires iterating over all items. If this is not true and fields should retain all their performance, I'll add back the 2D functions in their current form.
For the often-used functions (such as
has_flag) I keep their original functions for now, with the tripoint overloads being totally separate. This wouldn't be very maintainable in long term, but this is just a temporary measure - I intend to first create all the overloads for map functions, then remove the invocations of their 2D versions, then finally remove the 2D versions totally.