Comment tweaks, build tweaks, bugfixes
I've also disabled the "screen trick". It was ugly as hell.
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@@ -223,8 +223,7 @@ std::list<BoundingBox> World::GenerateCollisionGrid(Entity* ptr, int tileWidth,
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//BUG: #45 this is the culprit; it's pulling regions into existance
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//check to see if this tile is solid
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//check to see if this tile is solid (non-existant tiles are always false)
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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@@ -29,7 +29,7 @@
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//static functions
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//-------------------------
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//TODO: proper checksum
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//TODO: (3) proper checksum
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static int regionChecksum(Region* const region) {
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int sum = 0;
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for(int i = 0; i < REGION_WIDTH; i++) {
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@@ -104,7 +104,6 @@ void World::UpdateMap() {
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}
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else if (regionChecksum(region) == 0) {
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//checksum failed
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//BUG: #45 Regions occasionally lose their tile data; this patches the issue, but does not resolve it
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regionPager.UnloadIf([region](Region const& ref) -> bool {
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//remove the erroneous region
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return region == &ref;
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