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2021-01-01Codechange: move some DEBUG-levels and remove some others in saveload ↵Patric Stout
routine (#8474) When running with -dsl=2 it is very easy to miss important information as there was a lot of noise in between too. This tunes the debug levels a bit to be less noisy while keeping the important bits.
2021-01-01Cleanup 2db88953e7: Remove VL_FIRST_SORT as it's uselessglx22
2020-12-31Update: Translations from eintstranslators
finnish: 4 changes by hpiirai french: 1 change by glx22
2020-12-31Change #8325: Make engine reliability independent of introduction date (#8470)SamuXarick
2020-12-30Update: Translations from eintstranslators
spanish (mexican): 42 changes by absay russian: 4 changes by Ln-Wolf finnish: 2 changes by hpiirai french: 35 changes by glx22 polish: 25 changes by yazalo
2020-12-30Fix: Assert fail when using restart command after opening save/load GUIJonathan G Rennison
2020-12-29Update: Translations from eintstranslators
korean: 4 changes by telk5093 german: 84 changes by UnsuspiciousGooball finnish: 4 changes by hpiirai slovak: 7 changes by FuryPapaya
2020-12-28Fix #8297: Infrastructure counters for road tunnels, bridges, depots … (#8454)gooball
The previous fix 887e9481ff0e70df6bf93ce15a3899a03f124c50 only worked for roads and failed to consider a multiplier used for the infrastructure totals for tunnels/bridges. Also, depots and bus/truck stops are counted as 2 road pieces on creation but were only counted as 1 road piece on conversion because the function DiagDirToRoadBits() was used, which only ever returns single-piece road segments. Co-authored-by: A. S <admin-git@sotai.tk>
2020-12-28Update: Translations from eintstranslators
korean: 6 changes by telk5093 finnish: 6 changes by hpiirai slovak: 47 changes by FuryPapaya
2020-12-28Fix #8453: [Script] Don't truncate loan variation to 32bitglx22
2020-12-28Change: Add some style to GameScript question windows depending on the typedP
2020-12-27Doc: Remove some SmallVector references from documentation.J0anJosep
2020-12-27Fix b408fe7: Don't try to construct a std::string from nullptrCharles Pigott
2020-12-27Update: Translations from eintstranslators
russian: 19 changes by lexuslatvia finnish: 1 change by hpiirai latvian: 19 changes by lexuslatvia
2020-12-27Fix 65f65ad2: Missing path separator that fell over a cliff.Michael Lutz
2020-12-27Fix #6452: Reset only editable and visible settings from GUI (#7890)SamuXarick
Also enables the Reset button while in-game for AI configs.
2020-12-27Codechange: Use std::string in file scanners.Michael Lutz
2020-12-27Codechange: Keep filenames of loaded Fio files in std::strings.Michael Lutz
2020-12-27Codechange: Use automatic memory management for language pack reading.Michael Lutz
2020-12-27Codechange: Even more std::string usage in file IO.Michael Lutz
2020-12-27Codechange: Convert some more FIO functions to take std::string.Michael Lutz
2020-12-27Codechange: Use std::string in FIO search path handling.Michael Lutz
2020-12-27Codechange: Store file search paths as std::string.Michael Lutz
2020-12-27Codechange: Stringify config file paths.Michael Lutz
2020-12-27Codechange: Replace assert_compile macro with static_assertCharles Pigott
2020-12-27Cleanup: Remove unused ChunkType flag CH_AUTO_LENGTHcirdan
CH_AUTO_LENGTH is no longer used anywhere, so remove all code that depends on it.
2020-12-27Cleanup: Remove save-only autolength flag from economy chunk handlerscirdan
CH_AUTO_LENGTH is only used when saving chunks; it makes no sense to set it for chunks without a save handler.
2020-12-27Codechange: Enable FINAL, (un)likely, __attribute__ when building with clangJonathan G Rennison
2020-12-27Codechange: Use likely/__builtin_expect for assertion macrosJonathan G Rennison
2020-12-27Codechange: Add support for verbose assertsJonathan G Rennison
2020-12-27Codechange: Unconditionally use static_assertJonathan G Rennison
We're well past having to support non-C++11 compliant compilers now.
2020-12-27Cleanup: Remove unnecessary assert_tcompile macroCharles Pigott
2020-12-27Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loopsglx22
2020-12-27Add: [NewGRF] Patch flag to test if inflation is on or off.Michael Lutz
2020-12-27Change: Disable changing the inflation setting in network games.Michael Lutz
2020-12-27Feature: Plant clumps of trees in editor by dragging on the landscapeNiels Martin Hansen
2020-12-27Change: Switch tree GUI to use dynamically generated buttonsNiels Martin Hansen
This makes it look a bit better in climates with fewer tree types.
2020-12-27Fix: Wrong tree sprite in tree toolbarNiels Martin Hansen
2020-12-26Update: Translations from eintstranslators
korean: 18 changes by telk5093
2020-12-26Fix f66baa44: for-loop is no longer increasing "i"Patric Stout
During conversion it was overlooked that the for-loop used to do this. Oops.
2020-12-26Fix: [Actions] cmakeBuildType is only used with CMakeListsTxtBasic (#8435)Patric Stout
We use CMakeListsTxtAdvanced, and as such, we have to do this our self via "-DCMAKE_BUILD_TYPE=RelWithDebInfo". Otherwise we are producing Debug builds instead of Release builds. Oops.
2020-12-25Fix: [Emscripten] using TIC/TOC on this platform is sillyPatric Stout
Stop throwing a warning about this, as it is not likely we will ever implement it.
2020-12-25Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on itPatric Stout
Also parts of the saveload code does, and some other places. This does slow down builds, but for most computers this will not be measurable. At least, the ones I had access to I could not find a difference in FPS, mainly as that is heavily limited by the Hz of the screens of the computer. Either way, it is better to have a full functional game than a fast one in my opinion
2020-12-25Change: Always apply inflation from 1920 to 2090, no matter the game start ↵Michael Lutz
year. (#7589)
2020-12-25Fix f66baa44: index was off by one (#8433)Patric Stout
i++ in the 3rd part of a for() is post, not pre. Oops.
2020-12-25Codechange: use C++11 constructs for for-each loops (#8432)Patric Stout
2020-12-25Update: Translations from eintstranslators
finnish: 10 changes by hpiirai
2020-12-25Fix #6468: don't store version of AIs-started-via-console in namePatric Stout
You can do: "startai myai.3", which starts version 3 of "myai". This is very useful for testing save/load code between different versions of your AI. However, when using this syntax, the AI got saved as "myai.3" as name of the AI, instead of "myai". This caused several problems, like indicating to the user the AI could not be found, but still load the AI. But in all cases, the AI never got the chance to load the saved data, making the whole reason this exists pointless. By splitting the name and version already in the console command, the code becomes simpler and AIs started this way now follow the normal flow after initialization.
2020-12-25Codechange: move block a bit lower to increase readabilityPatric Stout
It was rather confusing that "library_name" was calculated, and then not used to do the FindLibrary() call. Flipping those two blocks around makes it a bit more sane to read.
2020-12-25Doc: for over 10 years now, we do not load the exact AI version first (#8431)Patric Stout
See commit fae34ee7 for details. The documentation simply never got updated.