summary refs log tree commit diff stats
path: root/src/map.h
Commit message (Collapse)AuthorAgeFilesLines
* no longer destroying completely unlit chunksStar Rauchenberger2022-03-201-2/+2
| | | | this was messing up in conjunction with the optimisation where we only tick the outermost ring of chunks upon doing a map load, with the effect that chunks other than the centre one were filled with unticked data.
* lotta performance improvementsStar Rauchenberger2022-03-171-4/+90
| | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy.
* added signs (which can't be read yet)Star Rauchenberger2022-03-161-2/+3
|
* lit tiles in unloaded chunk should count toward total lit tiles for zoomingStar Rauchenberger2022-03-151-0/+9
|
* fixed chunks not loading correctly when going up and leftStar Rauchenberger2022-03-151-10/+2
|
* window starts in centre of screenStar Rauchenberger2022-03-141-25/+0
|
* .at() is slower than operator[]Star Rauchenberger2022-03-141-1/+1
|
* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-141-24/+160
| | | | game is also slow as shit now
* abstracted map data into a class to allow for zooming outKelly Rauchenberger2018-05-291-0/+127