Documentation: Remove various low level changes which are now upstream

This commit is contained in:
Jonathan G Rennison
2024-06-19 20:31:52 +01:00
parent eda50ef6a5
commit 88b298f30e

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@@ -15,7 +15,6 @@ This document does not describe the player-visible changes/additions described i
* Support using sigaction and sigaltstack for more information and correct handling of stack overflow crashes (Unix).
* Attempt to log stack overflow and heap corruption exceptions (Windows).
* Demangle C++ symbols (Unix).
* Attempt to handle crashes which occur within the crashlog handler, by skipping or only partially writing the faulting section.
* Emit a "crash" log, savegame and screenshot on multiplayer desync.
* Add crash/desync information to output screenshot and savegame files.
* Multiplayer server and client exchange desync logs after a desync occurs.
@@ -79,7 +78,6 @@ This document does not describe the player-visible changes/additions described i
* Various deques and queues have been replaced with ring buffers.
* Remove mutexes from SmallStack, only used from the main thread.
* Add a third parameter p3, and an auxiliary data mechanism to DoCommand/CommandContainer.
* Add a free bitmap for pool slots.
* Maintain free list for text effect entries.
* Many fields have been widened.
* Change underlying data structures for ScriptList, create reverse mapping on demand instead of unconditionally.
@@ -133,7 +131,6 @@ This document does not describe the player-visible changes/additions described i
### Save and load
* Feature versioning, see readme and code.
* Extend gamelog to not truncate version strings.
* Save/load the map in a single chunk, such that it can be saved/loaded in one pass.
* Various other changes to savegame format and settings handling, see readme and code for details.
* Replace read/write accessors and buffering.
@@ -170,8 +167,6 @@ This document does not describe the player-visible changes/additions described i
* Use multiple threads for NewGRF scan MD5 calculations, on multi-CPU machines.
* Avoid redundant re-scans for AI and game script files.
* Avoid iterating vehicle list to release disaster vehicles if there are none.
* Avoid quadratic behaviour in updating station nearby lists in RecomputeCatchmentForAll.
### Command line