Age | Commit message (Collapse) | Author |
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korean: 6 changes by telk5093
hungarian: 34 changes by pnpBrumi
indonesian: 16 changes by dimaspaf14
latvian: 94 changes by lexuslatvia
polish: 2 changes by pAter-exe
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Fixes performance issues with dependency lookup when retrieving
content list from the content server.
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ClientNetworkCoordinatorSocketHandler::CloseAllConnections() (#9534)
The function clears all stun-handlers. This causes all of those
objects to be destroyed.
A handler can have a pending connecter, which was only killed in
case CloseConnection() was called. This is never the case when
the object is destroyed. In result, the connecter could finish
and cause a use-after-free by calling into the (now deleted)
handler.
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"stations_near" wasn't updated when founding a town near
a station. As this variable is not saved, any client joining
after the town is founded has a different value for
"stations_near", potentially causing desyncs.
As the intention of this if() statement was to skip an expensive
calculation when there are clearly no stations, better to move
that check inside the function, so other places also enjoy
the speedup.
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them) (#9522)
When coming across any docking tile (for example, all tiles around
an oilrig are docking tiles), it always at least added a penalty
of 3 times a normal tile, even when there are no ships on them.
In result, the pathfinder got suggested to always go around docking
tiles. This was most likely not the intention of the change made in
31db4f8d5e.
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vietnamese: 6 changes by myquartz
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greek: 121 changes by dionisis84
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arabic (egypt): 21 changes by AviationGamerX
finnish: 2 changes by hpiirai
turkish: 59 changes by ahmetlii
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It is wrong anyway, as "TINY" normally is at -1. Just weird code.
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swedish: 2 changes by joeax910
spanish (mexican): 7 changes by absay
slovenian: 2 changes by Yeznick
greek: 60 changes by dionisis84
german: 7 changes by Wuzzy2
dutch: 2 changes by Afoklala
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norwegian (bokmal): 5 changes by buzzCraft, 2 changes by Anolitt
english (us): 7 changes by 2TallTyler
russian: 2 changes by Ln-Wolf
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greek: 28 changes by dionisis84
portuguese: 2 changes by azulcosta
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greek: 17 changes by dionisis84
catalan: 4 changes by J0anJosep
portuguese (brazilian): 2 changes by Vimerum
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swedish: 8 changes by joeax910
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popup (#9506)
When you are query several servers at once, it is rather unclear
for which server you got a popup. Instead, show any errors on the
server itself.
This is only true for the query-part. Joining a server still gives
an error popup to tell you about any issue.
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You can now still query a full server, as long as the maximum
amount of allowed connections isn't reached. This means that as
long as there are not 255 clients connected to a server, you can
always connect to query.
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(#9502)
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Old servers don't tell the GameScript they are running, so nothing
should be shown.
All values in NetworkGameInfo initialize as 0/empty, except for GS
version. Someone has to be different from the rest, I guess.
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indonesian: 32 changes by dimaspaf14
russian: 2 changes by Ln-Wolf
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If you update the server-list while not having last-joined selected
and it is no longer available, the game crashed.
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A stale link is not deleted if the link refresher finds a vehicle that still serves it.
This commit excludes vehicles stopped in depot for a very long time from the link refresher,
so that their stale links can be deleted.
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korean: 5 changes by telk5093
dutch: 5 changes by Afoklala
portuguese (brazilian): 3 changes by AKANexus
polish: 5 changes by pAter-exe
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italian: 13 changes by CoderLel
russian: 1 change by Ln-Wolf
french: 2 changes by glx22
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finnish: 3 changes by hpiirai
portuguese: 2 changes by azulcosta
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airports. (#9497)
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finnish: 2 changes by hpiirai
portuguese: 1 change by azulcosta
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Currently it says "the server" which is a bit ambigious. Be more
specific.
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link update
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catalan: 2 changes by J0anJosep
french: 1 change by glx22
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russian: 1 change by Ln-Wolf
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express cargo
Passengers usually prefer fast paths to short paths.
Average travel times of links are updated in real-time for use in Dijkstra's algorithm,
and newer travel times weigh more, just like capacities.
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This prevents two servers battling for the same invite-code. Now
the last one wins.
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chinese (simplified): 1 change by goodspeed34
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