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romanian: 38 changes by kneekoo
slovak: 19 changes by FuryPapaya
catalan: 1 change by J0anJosep
turkish: 191 changes by Anceph
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This means that random tree generation density is higher on small maps and lower on large maps. This difference is enough to make the Lumber Mill impractical to use on large maps.
This change skips ticks on maps smaller than 256x256 and increases iterations or shortens the interval on maps larger than 256x256.
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It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
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Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
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korean: 1 change by telk5093
slovak: 149 changes by ApplePie420
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name
Also warn when the client or server name has not been set and provide pointers on how to set them
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Additionally, only rebuild it when we added a new manual server,
as otherwise it is a noop anyway.
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broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".
Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
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german: 2 changes by Wuzzy2
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The function fluid_player_join in the library is broken beyond compare for the
usecases it was used for (see their #872). It does not wait until it is safe
to delete the player, so it is up to the end user to ensure that.
For OpenTTD we acquire a lock before fluid_synth_write_s16 and we acquire the
same lock in the stop function. So, only one of the functions can be doing its
thing, meaning we do not need to wait for the player to be stopped as it
cannot be doing anything as we prevent that by the lock.
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Also changed some levels to 0, as a failing listen() is something
we should tell the user about. Hiding this information is a bit
evil.
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finnish: 1 change by hpiirai
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Since pixel dimensions in SetPadding() are scaled by GUI size, padding for inset viewports was excessive.
Instead, automatically apply padding for WWT_INSET at widget level. This applies to all widgets inside a WWT_INSET, which in all instances is a NWID_VIEWPORT.
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But always mark it as manually, no matter if it was there or not.
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This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
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Basically, we should join the resolve thread before we destruct
the object.
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The most common case never needs access to it anymore. Make the
one exception to this explicit. This means the fact that we
store it is now an implementation detail.
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slot functions
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the global FIO slot functionality
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functions
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FIO slot functions
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comments) (#9203)
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small. (#9210)
If the highscore/news window panel size, which is now scaled by GUI zoom, is larger than the screen size, a loop will be entered where the window is repeatedly resized.
This is resolved by removing the minimal size from the panel, as the window is always resized to cover the screen anyway. This means the screen size can never be too small.
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Using the same range for setting means that no workaround for setting the extremes is necessary.
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Similar code is already repeated in other locations.
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simplify some code
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dutch: 2 changes by Afoklala
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Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.
Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.
Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.
If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
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