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Allow growified residentials to be redeveloped #7
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It's now possible to plop arbitrary lots anywhere on the map. Still, we're having some troubles with the rotations, so those will still need to be fixed.
We now use the binary-search-bounds module instead of the binary-search module as it exposes more useful methods such as le and lt etc.
A method has been added to free up the memory a DBPF is taking up. Useful for indexing a large amount of DBPF files: we can simply unload the ones we no longer need.
The FileIndex now uses a LRU cache which properly frees up memory for DBPF files depending on how often the entries in it are accessed. Note that you should make sure to provide sufficient memory, otherwise it will slow you down tremendously. Let's hope the cache here doesn't get in the way and provides proper memory management.
We're finally able to insert the base textures as well. Nice.
We now create the required entries in the city dbpf when they don't exist yet if we're reading in the city. We've verified that it works properly on a large city tile.
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After the discovery that the SimGrids need to be updated in order for "generated" zones to be growable, we've applied this to the growify command as well which now means that they can be redeveloped and built over as well.