Age | Commit message (Collapse) | Author | |
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2020-12-27 | Fix 65f65ad2: Missing path separator that fell over a cliff. | Michael Lutz | |
2020-12-27 | Fix #6452: Reset only editable and visible settings from GUI (#7890) | SamuXarick | |
Also enables the Reset button while in-game for AI configs. | |||
2020-12-27 | Codechange: Use std::string in file scanners. | Michael Lutz | |
2020-12-27 | Codechange: Keep filenames of loaded Fio files in std::strings. | Michael Lutz | |
2020-12-27 | Codechange: Use automatic memory management for language pack reading. | Michael Lutz | |
2020-12-27 | Codechange: Even more std::string usage in file IO. | Michael Lutz | |
2020-12-27 | Codechange: Convert some more FIO functions to take std::string. | Michael Lutz | |
2020-12-27 | Codechange: Use std::string in FIO search path handling. | Michael Lutz | |
2020-12-27 | Codechange: Store file search paths as std::string. | Michael Lutz | |
2020-12-27 | Codechange: Stringify config file paths. | Michael Lutz | |
2020-12-27 | Codechange: Replace assert_compile macro with static_assert | Charles Pigott | |
2020-12-27 | Cleanup: Remove unused ChunkType flag CH_AUTO_LENGTH | cirdan | |
CH_AUTO_LENGTH is no longer used anywhere, so remove all code that depends on it. | |||
2020-12-27 | Cleanup: Remove save-only autolength flag from economy chunk handlers | cirdan | |
CH_AUTO_LENGTH is only used when saving chunks; it makes no sense to set it for chunks without a save handler. | |||
2020-12-27 | Codechange: Enable FINAL, (un)likely, __attribute__ when building with clang | Jonathan G Rennison | |
2020-12-27 | Codechange: Use likely/__builtin_expect for assertion macros | Jonathan G Rennison | |
2020-12-27 | Codechange: Add support for verbose asserts | Jonathan G Rennison | |
2020-12-27 | Codechange: Unconditionally use static_assert | Jonathan G Rennison | |
We're well past having to support non-C++11 compliant compilers now. | |||
2020-12-27 | Cleanup: Remove unnecessary assert_tcompile macro | Charles Pigott | |
2020-12-27 | Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loops | glx22 | |
2020-12-27 | Add: [NewGRF] Patch flag to test if inflation is on or off. | Michael Lutz | |
2020-12-27 | Change: Disable changing the inflation setting in network games. | Michael Lutz | |
2020-12-27 | Feature: Plant clumps of trees in editor by dragging on the landscape | Niels Martin Hansen | |
2020-12-27 | Change: Switch tree GUI to use dynamically generated buttons | Niels Martin Hansen | |
This makes it look a bit better in climates with fewer tree types. | |||
2020-12-27 | Fix: Wrong tree sprite in tree toolbar | Niels Martin Hansen | |
2020-12-26 | Update: Translations from eints | translators | |
korean: 18 changes by telk5093 | |||
2020-12-26 | Fix f66baa44: for-loop is no longer increasing "i" | Patric Stout | |
During conversion it was overlooked that the for-loop used to do this. Oops. | |||
2020-12-26 | Fix: [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. | |||
2020-12-25 | Fix: [Emscripten] using TIC/TOC on this platform is silly | Patric Stout | |
Stop throwing a warning about this, as it is not likely we will ever implement it. | |||
2020-12-25 | Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it | Patric 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 | |||
2020-12-25 | Change: Always apply inflation from 1920 to 2090, no matter the game start ↵ | Michael Lutz | |
year. (#7589) | |||
2020-12-25 | Fix f66baa44: index was off by one (#8433) | Patric Stout | |
i++ in the 3rd part of a for() is post, not pre. Oops. | |||
2020-12-25 | Codechange: use C++11 constructs for for-each loops (#8432) | Patric Stout | |
2020-12-25 | Update: Translations from eints | translators | |
finnish: 10 changes by hpiirai | |||
2020-12-25 | Fix #6468: don't store version of AIs-started-via-console in name | Patric 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. | |||
2020-12-25 | Codechange: move block a bit lower to increase readability | Patric 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. | |||
2020-12-25 | Doc: 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. | |||
2020-12-25 | Update: Translations from eints | translators | |
2020-12-25 | Codechange: Rename strings to match their usage. | frosch | |
2020-12-25 | Change: Remove the LAN/Internet combobox from the server list in favour of ↵ | frosch | |
adding two separate search buttons. | |||
2020-12-25 | Change: Towns don't build dead-end road bridges (#8401) | Tyler Trahan | |
2020-12-25 | Feature: Add an option to disable tree growth completely (#8415) | Pavel Stupnikov | |
2020-12-25 | Fix: Don't lower tree density if spreading is not enabled (#8413) | Pavel Stupnikov | |
2020-12-25 | Change: [Linkgraph] Allow job threads to be aborted early when clearing ↵ | Jonathan G Rennison | |
schedule (#8416) When link graph jobs are cleared due to abandoning the game or exiting, flag the job as aborted. The link graph job running in a separate thread checks the aborted flag periodically and terminates processing early if set. This reduces the delay at game abandon or exit if a long-running job would otherwise still be running. | |||
2020-12-24 | Update: Translations from eints | translators | |
finnish: 1 change by hpiirai | |||
2020-12-23 | Update: Translations from eints | translators | |
arabic (egypt): 15 changes by AviationGamerX korean: 15 changes by telk5093 finnish: 12 changes by hpiirai | |||
2020-12-22 | Add: [GitHub] PR template. (#8414) | frosch | |
2020-12-22 | Update: Translations from eints | translators | |
korean: 2 changes by telk5093 catalan: 13 changes by perezdidac | |||
2020-12-22 | Change: [Linkgraph] Only acquire thread join performance measurements on ↵ | Jonathan G Rennison | |
network clients Network servers and single player clients do not block on thread joins due to instead pausing shortly before the join is due. | |||
2020-12-22 | Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) | Jonathan G Rennison | |
Check if the job is still running two date fract ticks before it is due to join, and if so pause the game until its done. When loading a game, check if the game would block immediately due to a job which is scheduled to be joined within two date fract ticks, and if so pause the game until its done. This avoids the main thread being blocked on a thread join, which appears to the user as if the game is unresponsive, as the UI does not repaint and cannot be interacted with. Show if pause is due to link graph job in status bar, update network messages. This does not apply for network clients. | |||
2020-12-22 | Feature: Set exclusive access to industry from GS (#8115) | Pavel Stupnikov | |