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2021-03-10Fix #8711: having gui_zoom lower than zoom_min causes crashes (#8835)Patric Stout
gui_zoom was never clamp'd between zoom_min/zoom_max. zoom_min controls how zoomed-in we load sprites. For a value of 1, no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning it wants quad-sized sprites to display, it was printing random stuff to the screen, which could or could not result in crashes.
2021-03-10Codechange: Misleading function name for selecting refresh rate (#8836)sean
Co-authored-by: pnda <43609023+ThePNDA@users.noreply.github.com>
2021-03-09Add: [CMake] Install menu and media filesglx22
2021-03-09Codechange: [CMake] Add checks for baseset script parametersglx22
2021-03-09Codechange: only run InteractiveRandom() from the draw-thread (#8831)Patric Stout
Otherwise both the draw-thread and game-thread can do it both at the same time, which gives rather unwanted side-effects. Calling it from the draw-thread alone is sufficient, as we just want to create some unpredictable randomness for the player. The draw-thread is a lot more active (normally) than the game-thread, so it is the best place of the two to do this. Additionally, InteractiveRandom() mostly has to do with visuals that are client-side-only, so more related to drawing than to game.
2021-03-09Fix #8810: "aircraft out of fuel" news was looking in the wrong place (#8832)Patric Stout
v->tile for aircrafts is always zero when in the air. Only when it starts its landing (or take-off) patterns it becomes a sane value. So instead, base the news on the last x/y coordinates of the plane.
2021-03-09Update: Translations from eintstranslators
english (us): 18 changes by 2TallTyler korean: 17 changes by telk5093 german: 13 changes by danidoedel, 4 changes by Wuzzy2 finnish: 17 changes by hpiirai catalan: 17 changes by J0anJosep lithuanian: 33 changes by devbotas spanish: 17 changes by MontyMontana portuguese (brazilian): 20 changes by Greavez polish: 9 changes by yazalo
2021-03-09Codechange: remove special strings for language and resolutions (#8824)Patric Stout
As OpenTTD grew, we found other ways to do this, and we are no longer in need for a hack like this.
2021-03-09Fix: Scale PIP-padding the same as regular padding. (#8829)PeterN
2021-03-09Add: Display refresh rate game option (#8813)sean
2021-03-08Fix: [Actions] update environment variable for AWS region (#8827)Patric Stout
2021-03-08Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread.Michael Lutz
2021-03-08Update: Translations from eintstranslators
lithuanian: 5 changes by devbotas portuguese (brazilian): 8 changes by Greavez
2021-03-08Fix: ensure switching blitter happens in the main threadPatric Stout
This because video-drivers might need to make changes to their context, which for most video-drivers has to be done in the same thread as the window was created; main thread in our case.
2021-03-08Add: [Video] move GameLoop into its own threadPatric Stout
This allows drawing to happen while the GameLoop is doing an iteration too. Sadly, not much drawing currently can be done while the GameLoop is running, as for example PollEvent() or UpdateWindows() can influence the game-state. As such, they first need to acquire a lock on the game-state before they can be called. Currently, the main advantage is the time spend in Paint(), which for non-OpenGL drivers can be a few milliseconds. For OpenGL this is more like 0.05 milliseconds; in these instances this change doesn't add any benefits for now. This is an alternative to the former "draw-thread", which moved the drawing in a thread for some OSes. It has similar performance gain as this does, although this implementation allows for more finer control over what suffers when the GameLoop takes too long: drawing or the next GameLoop. For now they both suffer equally.
2021-03-08Codechange: don't set the window position when changing blitterMichael Lutz
There really is no need to make an extra call to the OS in these cases.
2021-03-08Codechange: remove the unused lock around BlitterPatric Stout
2021-03-08Remove: [Video] no longer draw in a threadPatric Stout
Drawing in a thread is a bit odd, and often leads to surprising issues. For example, OpenGL would only allow it if you move the full context to the thread. Which is not always easily done on all OSes. In general, the advise is to handle system events and drawing from the main thread, and do everything else in other threads. So, let's be more like other games. Additionally, putting the drawing routine in a thread was only done for a few targets. Upcoming commit will move the GameLoop in a thread, which will work for all targets.
2021-03-08Add: Buttons to open global goals from company goals and vice versadP
2021-03-08Change: Don't show global goals in company goal windowsdP
2021-03-08Fix #8817: keep NewGRF order for object class sorting (#8818)Didac Perez Parera
2021-03-08Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)Patric Stout
Basically, the window was not invalidated, so it was never redrawn. This made it look like it wasn't working, but it really was.
2021-03-08Change: Clarify what effect town interactions have (#8744)Eddi-z
2021-03-08Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping ↵Michael Lutz
the video buffer.
2021-03-08Fix 937d60f2: Broken company colours for 40bpp-blitter. (#8821)Michael Lutz
2021-03-08Add: Option to (dis-)allow accelerated video drivers. (#8819)Patric Stout
The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08Add: filter for "engines only" in build train window (#8733)Didac Perez Parera
2021-03-07Update: Translations from eintstranslators
estonian: 6 changes by siimsoni catalan: 3 changes by J0anJosep latvian: 37 changes by lexuslatvia portuguese (brazilian): 8 changes by Greavez polish: 1 change by azabost
2021-03-07Fix #8809: Crash when removing airport when hangar window openJonathan G Rennison
2021-03-06Update: Translations from eintstranslators
chinese (traditional): 5 changes by benny30111 estonian: 1 change by siimsoni italian: 1 change by AlphaJack ukrainian: 4 changes by StepanIvasyn tamil: 37 changes by Aswn portuguese (brazilian): 19 changes by Greavez
2021-03-05Update: Translations from eintstranslators
swedish: 1 change by kustridaren spanish (mexican): 4 changes by absay estonian: 80 changes by siimsoni arabic (egypt): 13 changes by AviationGamerX ukrainian: 1 change by StepanIvasyn dutch: 1 change by Afoklala portuguese (brazilian): 15 changes by Greavez
2021-03-04Fix dddf885f: use IConsoleError to produce console errorsPatric Stout
2021-03-04Add: allow making heightmap screenshot via consolePatric Stout
2021-03-04Feature: allow custom width/height of screenshot via consolePatric Stout
Reworked how the screenshot command works while keeping it backwards compatible. It can now more freely understand arguments, and has the ability to make SC_DEFAULTZOOM screenshots.
2021-03-04Update: Translations from eintstranslators
estonian: 22 changes by siimsoni korean: 1 change by telk5093 serbian: 41 changes by nkrs german: 1 change by Wuzzy2 romanian: 14 changes by ALEX11BR russian: 5 changes by Ln-Wolf finnish: 5 changes by hpiirai ukrainian: 2 changes by StepanIvasyn lithuanian: 105 changes by devbotas spanish: 3 changes by MontyMontana french: 5 changes by MalaGaM portuguese (brazilian): 13 changes by Greavez
2021-03-04Fix: [CMake] Remove timestamps from regression outputglx22
2021-03-04Fix: [CMake] Skip detection for unused libs for dedicated buildsglx22
2021-03-04Change: [Actions] Also check dedicated buildglx22
2021-03-03Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering ↵Patric Stout
relation (#8801) In other words, it should only (!) return true if A comes for B. This promise was broken for the situation where two values are identical. It would return true in these cases too. This is of course not possible: if two values are identical, neither come before the other. As such, the sorter was not imposing strict weak ordering relations. libstdc++ handled this scenario just fine, but libc++ crashes badly on this, as it allowed comparing of [begin, end] instead of [begin, end). libc++ considered this not a bug (and by specs, they are correct; just this way of crashing is of course a bit harsh): https://bugs.llvm.org/show_bug.cgi?id=47903
2021-03-02Fix #8774: Black screenshots when using 40bpp-blitter. (#8791)Michael Lutz
This affected all screenshot types that render to an off-screen buffer and don't copy the actual screen contents.
2021-03-02Update: Translations from eintstranslators
english (us): 4 changes by 2TallTyler italian: 4 changes by troccoli serbian: 251 changes by nkrs german: 6 changes by ebla71, 2 changes by Wuzzy2 romanian: 3 changes by ALEX11BR russian: 11 changes by Ln-Wolf ukrainian: 2 changes by StepanIvasyn lithuanian: 15 changes by devbotas spanish: 2 changes by perezdidac
2021-03-01Fix #8775: [Win32] Don't create the main window when alt-tabbing back into ↵Michael Lutz
fullscreen.
2021-03-01Fix: [Win32] Original window size was lost when tabbing in and out of ↵Michael Lutz
fullscreen.
2021-03-01Codechange: validate that "max" value of settings fit in their storagePatric Stout
This is an easy mistake to make, so protect us against making such mistakes, by validating it doesn't happen.
2021-03-01Fix: old snow_line_height had a higher maximum value than could be storedPatric Stout
So any old game made with this setting was overflowing anyway; not really a lot we can do about that now.
2021-03-01Fix: three max-values for settings could exceed their storage sizePatric Stout
2021-03-01Fix c4df0f95: bootstrap was only showing a black screen (#8788)Patric Stout
The bootstrap has the _switch_mode to SM_MENU, and never leaves this mode. Neither is it considered a modal window (while in some sense it really is). So .. we need to add another "draw anyway" exception, to make sure bootstrap is being drawn.
2021-03-01Add: Malaysia Ringgit as CurrencyLimyx826
Cause why not *Update the formating
2021-03-01Change: Zero out the gameloop timers when the game is pausedCharles Pigott
2021-03-01Change: De-limit framerate window's framerateCharles Pigott