Age | Commit message (Collapse) | Author | |
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2021-05-06 | Codechange: add SetDParamStr that accepts std::string& | rubidium42 | |
2021-05-06 | Update: Translations from eints | translators | |
portuguese: 1 change by azulcosta | |||
2021-05-06 | Codechange: [Network] Move connection string parsing away from C-strings | rubidium42 | |
2021-05-06 | Codechange: [Network] Use std::string for NetworkAddress' host name | rubidium42 | |
2021-05-06 | Codechange: [Network] Use new/delete instead of calloc/free for NetworkGameList | rubidium42 | |
2021-05-06 | Add: [[nodiscard]] to std::string str_validate | rubidium42 | |
2021-05-05 | Codechange: use connection_string in favour of NetworkAddress (#9197) | Patric Stout | |
We now resolve the connection_string to a NetworkAddress in a much later state. This means there are fewer places constructing a NetworkAddress. The main benefit of this is in later PRs that introduce different types of NetworkAddresses. Storing this in things like NetworkGameList is rather complex, especially as NetworkAddress has to be mutable at all times. Additionally, the NetworkAddress is a complex object to store simple information: how to connect to this server. | |||
2021-05-05 | Cleanup: [Network] Remove variable from NetworkGameInfo that is only used ↵ | Rubidium | |
during deserialisation | |||
2021-05-05 | Change: [Network] Update server's NetworkServerGameInfo only when needed | rubidium42 | |
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators. | |||
2021-05-05 | Codechange: [Network] Use a single NetworkServerGameInfo object at server ↵ | rubidium42 | |
side and serialize that for the clients | |||
2021-05-05 | Update: Translations from eints | translators | |
english (us): 1 change by 2TallTyler russian: 1 change by Ln-Wolf finnish: 4 changes by hpiirai | |||
2021-05-05 | Cleanup: Leftover static const variable from a3b356e (#9194) | Loïc Guilloux | |
2021-05-05 | Cleanup: [Fluidsynth] Comply better with the coding style | rubidium42 | |
2021-05-04 | Update: Translations from eints | translators | |
english (us): 1 change by 2TallTyler estonian: 49 changes by siimsoni korean: 1 change by telk5093 hungarian: 45 changes by baliball finnish: 12 changes by hpiirai spanish: 1 change by JohnBoyFan | |||
2021-05-04 | Change: Use gender-neutral pronouns in english.txt (#9189) | Tyler Trahan | |
2021-05-03 | Codechange: Replace FOR_ALL_ROADTRAMTYPES with range-based for loops | glx22 | |
2021-05-03 | Codechange: Replace FOR_ALL_SEARCHPATHS with range-based for loops | glx22 | |
2021-05-03 | Codechange: Replace FOR_ALL_TARS with range-based for loops | glx22 | |
2021-05-03 | Add: [Network] Reading std::string from a packet | rubidium42 | |
2021-05-03 | Add: [Network] Writing std::string to a packet | rubidium42 | |
2021-05-03 | Update: Translations from eints | translators | |
norwegian (bokmal): 1 change by Anolitt spanish (mexican): 1 change by absay korean: 1 change by telk5093 russian: 48 changes by Ln-Wolf catalan: 1 change by J0anJosep portuguese: 1 change by azulcosta portuguese (brazilian): 1 change by Vimerum | |||
2021-05-03 | Fix #9117, 04ce1f07: [Fluidsynth] Infinite wait when stopping song (#9181) | rubidium42 | |
In FluidSynth 2.2.0 an extra state was added to denote stopping. To transition from this state to a stopped state the rendering needs to be running. Since 04ce1f07 locking was added that skipped the rendering when something else held a lock, so the state would never get to stopped and join would never return. | |||
2021-05-03 | Fix: Query windows may be partially drawn initially. (#9184) | PeterN | |
Query window was not marked dirty after being moved on init. It was then marked dirty once the white border flash completed. | |||
2021-05-03 | Fix #9174: Don't update text effect if it has been reset. (#9183) | PeterN | |
2021-05-03 | Fix #9113: Assertion failure when removing airport with order backup (#9182) | Jonathan G Rennison | |
2021-05-02 | Update: Translations from eints | translators | |
norwegian (bokmal): 24 changes by Anolitt russian: 8 changes by Ln-Wolf dutch: 46 changes by Afoklala spanish: 43 changes by MontyMontana french: 44 changes by arikover | |||
2021-05-02 | Codechange: Acquire video buffer before taking game state lock to prevent ↵ | Milek7 | |
erratic fast forward behaviour (#9140) | |||
2021-05-02 | Codechange: Validate custom station platform layout tiles are permitted ↵ | Peter Nelson | |
values only. | |||
2021-05-02 | Codechange: Use std::vector for NewGRF station tile sprite layouts. | Peter Nelson | |
2021-05-02 | Codechange: Use std::vector for NewGRF station platform layouts. | Peter Nelson | |
This avoids the need to custom memory management and additional members. This also resolves use-after-free if modifying copied layouts, so presumably nobody has ever done that. | |||
2021-05-02 | Fix #9147: Delay making screenshots until the next draw tick as we may not ↵ | Michael Lutz | |
access the video buffer from the game thread. | |||
2021-05-02 | Codechange: Generalise the delayed blitter change to a generic video driver ↵ | Michael Lutz | |
command queue. | |||
2021-05-02 | Fix: [NewGRF] industry variable 66 and object variable 46 clamped the ↵ | frosch | |
squared-euclidian distance to 16 bit, when they should not. | |||
2021-05-02 | Fix: [NewGRF] industry variables 65 and 66 ignored the parameter, and always ↵ | frosch | |
used the north tile. | |||
2021-05-02 | Fix: [Network] Reading beyond the length of the server's ID when hashing ↵ | rubidium42 | |
password Under normal circumstances the server's ID is 32 characters excluding '\0', however this can be changed at the server. This ID is sent to the server for company name hashing. The client reads it into a statically allocated buffer of 33 bytes, but fills only the bytes it received from the server. However, the hash assumes all 33 bytes are set, thus potentially reading uninitialized data, or a part of the server ID of a previous game in the hashing routine. It is still reading from memory assigned to the server ID, so nothing bad happens, except that company passwords might not work correctly. | |||
2021-05-02 | Fix: Update text effect size when font zoom is changed. (#9174) | PeterN | |
2021-05-02 | Fix: Crash when extra viewport height is zero with sign in view. (#9175) | PeterN | |
If a viewport sign straddles the top of a viewport, a crash will occur if the viewport height is zero. This is resolved by simply not attempting to draw the viewport in this situation, consistent with other widgets. | |||
2021-05-02 | Codechange: Warn if randomaction2 group count is not a power of 2. | Peter Nelson | |
Previously noted by a comment, this does not need to be guarded against as non-powers of 2 will not cause issues beyond the choice of results being reduced. | |||
2021-05-02 | Cleanup: Use range iterator to evaluate DeterministicSpriteGroup. | Peter Nelson | |
2021-05-02 | Cleanup: Use std::vector in RandomSpriteGroup. | Peter Nelson | |
2021-05-02 | Cleanup: Use std::vector in DeterministicSpriteGroup. | Peter Nelson | |
2021-05-02 | Cleanup: Use std::vector in RealSpriteGroup. | Peter Nelson | |
2021-05-01 | Codechange: move some OS abstraction method implementations out of the header | rubidium42 | |
2021-05-01 | Codechange: encapsulate network error handling | rubidium42 | |
2021-05-01 | Codechange: rename NetworkError to ShowNetworkError | rubidium42 | |
2021-05-01 | Fix 3d7ab09: stopped trains not updating viewport hash when reversed for a ↵ | Matt Kimber | |
second time (#9165) | |||
2021-05-01 | Fix 3d7ab09: stopped trains not updating viewport hash when reversed for a ↵ | Matt Kimber | |
second time (#9165) | |||
2021-05-01 | Fix #6598: Prevent invalid memory accesses when abandoning a join from ↵ | rubidium42 | |
within a network game One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list. Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server. | |||
2021-05-01 | Codechange: Move join information into a single structure | rubidium42 | |
2021-05-01 | Fix #6598: Do not disconnect before company number validation | rubidium42 | |
NetworkClientConnectGame already does a NetworkDisconnect, so no reason to do it here |