global Engine

fields

Engine.version

Engine.version : string

“Major.Minor.PatchSet” for releases, “Major.Minor.PatchSet-CommitNum-gHash branch” otherwise

Engine.versionFull

Engine.versionFull : string

“Major.Minor.PatchSet” for releases, “Major.Minor.PatchSet-CommitNum-gHash branch” otherwise. Will also include (buildFlags), if there’re any.

Engine.versionMajor

Engine.versionMajor : string

Major part of the named release version

Engine.versionMinor

Engine.versionMinor : string

Minor part of the named release version

Engine.versionPatchSet

Engine.versionPatchSet : string

Build number of the named release version

Engine.commitsNumber

Engine.commitsNumber : string

Number of commits after the latest named release, non-zero indicates a “dev” build

Engine.buildFlags

Engine.buildFlags : string

Gets additional engine buildflags, e.g. “Debug” or “Sync-Debug”

Engine.featureSupport

Engine.featureSupport : FeatureSupport {
    NegativeGetUnitCurrentCommand: boolean,
    hasExitOnlyYardmaps: boolean,
    rmlUiApiVersion: integer,
    noAutoShowMetal: boolean,
    maxPiecesPerModel: integer,
    gunshipCruiseAltitudeMultiplier: number,
    noRefundForConstructionDecay: boolean,
    noRefundForFactoryCancel: boolean,
    noOffsetForFeatureID: boolean,
}

Table containing various engine features as keys; use for cross-version compat

Engine.wordSize

Engine.wordSize : number

Indicates the build type always 64 these days

Engine.gameSpeed

Engine.gameSpeed : number

Number of simulation gameframes per second

Engine.textColorCodes

Engine.textColorCodes : TextColorCode {
    Color: string,
    ColorAndOutline: string,
    Reset: string,
}

Table containing keys that represent the color code operations during font rendering