Make the update of fog/shroud (after enabling delayed shroud updates) gradual.
This is possible as a side-effect of 2013-02-03T19:05:22Z!jt_coding@verizon.net. I think it looks kind of cool, but if it turns out to be a bad idea, it can be easily reverted (just a matter of changing a single "false" to "true").
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3 changed files with 6 additions and 2 deletions
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@ -56,6 +56,8 @@ Version 1.11.1+svn:
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Ctrl+C/Command+C (bug #5877)
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* Color coded the resistance table in the hp display's tooltip.
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* Tooltip for the movement points display shows the movement costs.
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* Updating the shroud after delaying shroud updates is done gradually instead
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of instantly.
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* WML engine:
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* [unit_overlay] and [remove_unit_overlay] now return a more meaningful
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error message if the image= key is missing
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@ -42,6 +42,8 @@ Version 1.11.1+svn:
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Ctrl+C/Command+C.
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* Color coded the resistance table in the hp display's tooltip.
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* Tooltip for the movement points display shows the movement costs.
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* Updating the shroud after delaying shroud updates is done gradually instead
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of instantly.
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* Miscellaneous and bug fixes:
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* The undo stack is preserved across a save-reload.
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@ -643,8 +643,8 @@ size_t undo_list::apply_shroud_changes() const
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std::vector<map_location>::const_iterator step;
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for (step = action.route.begin(); step != action.route.end(); ++step) {
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// Clear the shroud, collecting new sighted events.
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// (This can be made gradual by changing "true" tp "false".)
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if ( clearer.clear_unit(*step, *action.affected_unit, tm, true) ) {
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// (If the gradual clearing is too slow, change "false" to "true".)
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if ( clearer.clear_unit(*step, *action.affected_unit, tm, false) ) {
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cleared_shroud = true;
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erase_to = i + 1;
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}
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