Merge branch 'save_ext' into jgrpp

# Conflicts:
#	src/lang/english.txt
#	src/lang/german.txt
#	src/lang/korean.txt
#	src/settings.cpp
#	src/station_cmd.cpp
#	src/table/settings.ini
#	src/vehicle_base.h
#	src/widgets/dropdown.cpp
This commit is contained in:
Jonathan G Rennison
2019-01-21 19:28:29 +00:00
112 changed files with 541 additions and 921 deletions

View File

@@ -47,7 +47,7 @@
* second sets the major variations to that, ... until finally the smallest
* bumps are added.
*
* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
* Usefully, this routine is totally scalable; so when 32bpp comes along, the
* terrain can be as bumpy as you like! It is also infinitely expandable; a
* single random seed terrain continues in X & Y as far as you care to
* calculate. In theory, we could use just one seed value, but randomly select
@@ -263,7 +263,7 @@ static amplitude_t GetAmplitude(int frequency)
* areas with a particular gradient so that we are able to create maps without too
* many steep slopes up to the wanted height level. It's definitely not perfect since
* it will bring larger rectangles with similar slopes which makes the rectangular
* behaviour of TGP more noticable. However, these height differentiations cannot
* behaviour of TGP more noticeable. However, these height differentiations cannot
* happen over much smaller areas; we basically double the "range" to give a similar
* slope for every doubling of map height.
*/
@@ -978,7 +978,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
* The main new land generator using Perlin noise. Desert landscape is handled
* different to all others to give a desert valley between two high mountains.
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
* areas wont be high enough, and there will be very little tropic on the map.
* areas won't be high enough, and there will be very little tropic on the map.
* Thus Tropic works best on Hilly or Mountainous.
*/
void GenerateTerrainPerlin()