Comments (2)
More possible notes unless you want to keep them universal between C++ & Lua:
- Interfaces (Pimpl idiom, getters/setters)
- Constness (return values, functions, paramters)
- Types (typedef/using, c++ casts>c casts, int vs uint etc.)
- Error handling (input checking w. asserts, throwing & catching)
- English vs American ("Colour" lol...)
- Function format (Line 1: return type, Line 2: name of function, Line 3-X: parameters, line X+1: ") {", line X+1 - Y: body)
- Deterministic Inherritance support (Either a class has "important" functions and constructor as virtual or class is final)
- Overloading vs. Optional parameters for methods
- Which classes/structure belong in the same files (agent.h is cramped for example!)
Some of these are probably insignificant or controversial I'm open for discussion and rejection
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English vs American ("Colour" lol...)
I could throttle the Ogre devs for that.
from thrive.
Related Issues (20)
- Combine EvolutionaryTree and MicheTree GUI controls to a single tree base class
- Check on startup that no organelle has cost less than 20 for AddOrganelleAnyWhere strategy.
- Try to avoid as many species clones in new auto-evo as it is the most memory allocation intensive part still left
- Find a way to avoid `Miche.DeepCopy` in new auto-evo
- Double check all auto-evo exploring tool settings and see if they are still used by the new auto-evo HOT 1
- Fix whatever causes the auto-evo prediction to show the player to predate on themselves
- Implement a metaball size slider for the macroscopic editor
- Tweak Photostudio light or other properties to other membrane types to look closer as they do in game
- Input actions with a modifier and an icon representing them in the inputs menu doesn't display the modifier at all HOT 3
- New auto-evo chunk food sources should use translated names for chunks in display HOT 1
- Remove Protoplasm Organelle on Next Save Compatibility Break HOT 1
- Make chunk visuals load through the VisualResourceIdentifier instead of exact paths HOT 2
- Process pausing (in the process panel) doesn't work when game is paused
- Auto-evo prediction population is now quite rarely very accurate now
- Add documentation on which auto-evo steps mess with the miche tree and are not re-usable
- Improve interaction of the player migration and fog of war map mode (reveal patches more easily) HOT 1
- Make text on the migration buttons more clear when there is an existing migration HOT 2
- Auto-evo ModifyExistingSpecies needs to be split into sub-steps as it takes too long to run otherwise
- Process toggle buttons sometimes don't match process state HOT 1
- Macroscopic editor top view camera preset angle doesn't show anything / doesn't work
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