Documentation: Update low level changes
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@@ -46,6 +46,8 @@ This document does not describe the player-visible changes/additions described i
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* Cache inferred one-way state of road tiles.
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* Cache inferred one-way state of road tiles.
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* De-virtualise calls to AnimateTile().
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* De-virtualise calls to AnimateTile().
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* Cache animated tile speed.
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* Cache animated tile speed.
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* Cache whether water tiles have water for all neighbouring tiles.
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* Improve performance of arctic snow line checks.
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### Viewport
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### Viewport
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@@ -64,6 +66,7 @@ This document does not describe the player-visible changes/additions described i
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* Clip drawing of window widgets which are not in the redraw area.
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* Clip drawing of window widgets which are not in the redraw area.
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* Reduce unnecessary status bar and vehicle list window redraws.
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* Reduce unnecessary status bar and vehicle list window redraws.
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* Filter out tile parts which are entirely outside the drawing area, within DrawTileProc handlers.
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* Filter out tile parts which are entirely outside the drawing area, within DrawTileProc handlers.
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* Improve performance of drawing rail catenary.
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### Data structures
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### Data structures
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@@ -98,6 +101,7 @@ This document does not describe the player-visible changes/additions described i
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* Add a fast path to Blitter_32bppAnim::Draw.
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* Add a fast path to Blitter_32bppAnim::Draw.
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* Replace sprite cache implementation.
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* Replace sprite cache implementation.
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* Add brightness adjusting modes to non-8bpp blitters.
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### Link graph
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### Link graph
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@@ -123,6 +127,7 @@ This document does not describe the player-visible changes/additions described i
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* Replace read/write accessors and buffering.
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* Replace read/write accessors and buffering.
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* Perform savegame decompression in a separate thread.
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* Perform savegame decompression in a separate thread.
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* Pre-filter SaveLoad descriptor arrays for current version/mode, for chunks with many objects.
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* Pre-filter SaveLoad descriptor arrays for current version/mode, for chunks with many objects.
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* Support zstd compression for autosaves and network joins.
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### AI/GS
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### AI/GS
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