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