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2006-08-19(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:truelight
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
2006-07-26(svn r5609) CodeChange : Apply coding stylebelugas
2006-05-09(svn r4802) - Codechange: replace _stringwidth_base and associated magic ↵peter1138
numbers with a FontSize enum, using the numbers (which are SpriteIDs) in only the places needed.
2006-05-09(svn r4793) - Replace list of magic numbers (characters that don't exist) ↵peter1138
with a call to SpriteExists(), when building the character width cache.
2006-03-24(svn r4075) - Feature: Undraw the mouse when it leaves the window and Draw ↵Darkvater
it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
2006-03-18(svn r3940) - FS#56 [Crash] Missing glyph(s) in big-font. Added several ↵Darkvater
missing glyphs for the big font.
2006-02-03(svn r3529) - Fix: [ 1415782 ] crash in string code with openbsd/zaurus; ↵Darkvater
alignment issues (thanks Tron for the help)
2006-02-01(svn r3511) More whitespace ([FS#46] by Rubidium)tron
2005-12-14(svn r3298) Remove unused and write-only variablestron
2005-11-16(svn r3200) Remove the unused function GfxScalePalette() and the unused ↵tron
struct WorldSprite
2005-11-16(svn r3191) Move declaration and definition of _dbg_screen_rect to a place ↵tron
where it somewhat makes sense and wrap them in #ifdef _DEBUG
2005-11-15(svn r3187) Simplify overly complicated ifs, especially if (foo) return ↵tron
false; else return true; is confusing
2005-11-14(svn r3181) -Bracingtron
-Indentation -Whitespace -DeMorgan's Law -Test with NULL or 0 for non-booleans -'\0' instead of 0 for chars -Remove redundantly redundant comments (like DoFoo(); // Do foo) -Join multiple short lines with a single statement -Split single lines with multiple statements -Avoid assignments in if
2005-11-14(svn r3177) GB, CLRBIT, HASBIT, TOGGLEBITtron
2005-11-13(svn r3176) Use proper types, not some variants of inttron
2005-11-13(svn r3173) Use the trinary operator and switch to improve readabilitytron
Also align short cases nicely
2005-10-22(svn r3077) static, const, bracing, indentation, 0 -> '\0'/NULL, typos in ↵tron
comments, excess empty lines, minor other changes nothing spectacular, just some stuff, which piled up
2005-09-18(svn r2962) - const correctness for all Get* functions and most Draw* ↵Darkvater
functions that don't change their pointer parameters - change a lot of byte player types to PlayerID - beautify header files, same "#endif /* filename */" ending
2005-09-15(svn r2955) Fix: make ottd start with the last resolution you had set ↵Darkvater
(custom) (win32)
2005-09-10(svn r2937) Add sprites for {, |, } and ~tron
2005-09-10(svn r2933) Implement the non-breaking spacetron
2005-09-08(svn r2924) Introduce the ALIGN() macro which aligns values to multiples of ↵tron
a power of 2, for exact semantics see the commment in macros.h
2005-08-27(svn r2893) Two chars got assigned a width of 0 since r2879, fix that ↵tron
([1274302])'
2005-08-20(svn r2879) Major step twoards ISO-8859-15tron
Add several missing chars: - Š/š (S with hacek, all sizes) - Ž/ž (Z with hacek, all sizes) - Œ/œ (OE ligature, all sizes) - Ð/ð (eth, large font was missing) - Þ/þ (thorn, large font was missing) - º (male ordinal sign, all sizes) Also move Ÿ (Y with umlaut, all sizes) to the correct position in the charset To add some chars it was necessary to shuffle some OTTD specific chars (arrows, transport type markers) around
2005-07-28(svn r2736) -Codechange: De-mystified GfxDrawFillRect a bit, and used enums ↵celestar
from table/sprites.h. You can now change the number of bits used for sprites and switches in the SpriteSetup enum and the rest should work automagically. Can be used to increase the number of active sprites to 2^19 in case there are no colortables (recolor sprites) in any newgrf. We should possibly move the the colortables to an own list, but how to detect them in a newgrf.
2005-07-26(svn r2720) Remove unused declarations and definitionstron
2005-07-24(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic ↵celestar
numbers by enums. There remains work in gfx.c to move the "transparency" and "recolor" bits around to make space for more sprites. However, 2800 additional sprites can now be loaded. There also remains cleanup and Doxygen work on many of the header files.
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-07-22(svn r2673) Include functions.h directly, not globally via openttd.htron
2005-07-21(svn r2664) Remove depedency on player.h from variables.htron
2005-07-21(svn r2663) Include variables.h only in these files which need it, not ↵tron
globally via openttd.h
2005-07-19(svn r2644) - Fix: my name was mistyped ;pDarkvater
- Add DoDrawStringCentered() and change the multiline strings in the about box to single-line ones
2005-07-17(svn r2623) - CodeChange: rework DrawStringCenteredTruncated() a bit. ↵Darkvater
Instead of giving center + width you give the coordinates of the bounding box (left, right) it has to fit in (ludde) - CodeChange: changed (back) maximum pixel length of truncated strings to a signed integer.
2005-07-17(svn r2617) - Fix: fix some warnings, and reenable vs.net2003 ↵Darkvater
signed/unsigned warnings
2005-07-17(svn r2614) - Fix: Trunctuate function used one less character than it was ↵Darkvater
supposed to. Because of this real width and reported width didn't correspond with eachother.
2005-07-17(svn r2607) - Feature: add support for truncating strings to a given (pixel) ↵Darkvater
length. Function courtesy of Ludde.
2005-07-15(svn r2571) Add explicit type Pixel for ... Pixelstron
2005-07-11(svn r2546) Don't calculate a value which never gets used and simplify some ↵tron
calculations
2005-07-08(svn r2534) Small cleanuptron
2005-07-05(svn r2522) Reorganize sprite load and decompression in order to remove a ↵tron
special case from the sprite blitter, which decompressed certain sprites every time when blitting them
2005-07-05(svn r2518) Small cleanuptron
2005-07-03(svn r2513) Small cleanuptron
2005-07-03(svn r2512) Small cleanuptron
2005-07-01(svn r2503) Small cleanuptron
2005-06-30(svn r2502) Small cleanuptron
2005-06-30(svn r2497) Use a struct array for palette entries instead of a flat byte arraytron
2005-06-06(svn r2420) - Codechange: magic number elminitation of cursorsprites.Darkvater
2005-06-02(svn r2397) - CodeChange: rename all "ttd" files to "openttd" files.Darkvater
2005-05-16(svn r2334) - Fix (regression): moved togglefullscreen into the ↵Darkvater
video-driver, now windows works, dedicated works and sdl works. Also reverted the change to the makefile.
2005-05-14(svn r2310) - Fix: Game would crash if you full-screened with the ↵Darkvater
'fullscreen' button than chose a resolution from the dropdown box that was no longer valid. Big thanks to DaleStan for track down the crashing bug. - Fix: There would be duplicate entries in the resolutions dropdown box. Copy SDL method or removing duplicates and sort the list. - Feature: in the settings menu, you don't have to click on the arrows anymore, clicking on the dropdown box itself has the same effect. Consistent with other dropdowns in the game