Age | Commit message (Collapse) | Author |
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the setting entries.
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reservation in savegames and update where used
- Also add this capability to settings
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for r3875
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mapsize are shown (the default ones). Setting the value involves a small hack in that we also set the _patches value because that is used for world-generation and only inside there do the values get copied from _newgame
- [Patches] Fix a stupid, stupid bug where I used sizeof() as length instead of strlen() in getting console values for patches.
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0 which got screwed up during the patch-rewrite. Thanks peter1138
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but broke loading a set value. Added a better fix which needs a char value to be a string (eg enclosed in double-quotes)
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Darkvater's unified configuration changes (r3719+)
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from settings_gui.c to settings.c. Also enable the callback functionality through the console.
- Fix a nasty bug with improper counter addition. (*i)++ and NOT *i++ when setting a patch value through the console.
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for a SLE_VAR_CHAR setting was used
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Tron and peter1138)
- NOTE! There are a few warnings left in settings_gui because tha callback functions are disabled. I still need a good place for them.
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- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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settings where they rather belong.
- Remove the restriction that the 'patch' console command can only be run from network games.
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configuration-ini, saveload, console and gui representations of the settings. The last part finishes the transition with the merging of the settings_gui table(s).
- Because patches are (will be in a few commits) saved, you cannot specify the order of the GUI-items in the SettingDesc tables themselves. Doing so would mean messing around with the savegame-version, or doing expensive lookups. So the GUI-tables are now just simple indeces into the original table. No more is needed since that table contains all information
- The only change in functionality is that the stepsize has been automated. It is calculated from the minimum and maximum values such that within 50 clicks you will have gone from one end to the other if scrolling.
- The GUI has kept its flags intact. These are:
SGF_0ISDISABLED: the variable might have a domain higher than zero, but a special value of nul is used as telling that feature is disabled.
SGF_NOCOMMA: represent the number without any thousand-seperators
SGF_MULTISTRING: internally the variable is a number, but its representation is a string based on a simple offset.
SGF_NETWORK_ONLY: this setting can only be changed during network games
SGF_CURRENCY: the variable represents money and will be shown in the local currency
- - NOTE! The game is not compilable after this commit (because console hooks have not been updated)
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configuration-ini, saveload, console and gui representations of the settings. From part 3 on, OpenTTD is once again compilable.
- Code has been added to the saveload code to honour the SLF_SAVE_NO and SLF_NETWORK_NO flags. SLF_NETWORK_NO just reads in the the bytestream and then discards it because that setting is not synchronised. For this the function SlSkipBytes() has been reinstated
- SAVEGAME_VERSION has been changed from a constant ENUM to a constant integer. This was done for the configuration-code to be able to tell which version of a CONDVAR type to handle. As said before, because settings can be saved to the savegame, they will become conditional at some point. The configuration code always has to read the 'most recent' version.
- GameOptions are saved through the new structure. It is fully compatible with any old savegame...however it is better. Because of the move to this new format we can instruct the loader to skip certain variables. Autosave for example isn't synchronised anymore (in the network). The same goes for currency and kilometers :D. That is the only functionality change this patch is supposed to have if I have written it correctly.
- NOTE! Patches are still not saved so for Multiplayer to work network_client.c and network_server.c needed slight modifications.
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configuration-ini, saveload, console and gui representations of the settings. This second part gets rid of the old SettingDesc structures and updates them with the unified types. These new settings are heavily macro'd, which should make it easy to add/edit entries within sections.
- This unified structure merges the settings in settings.c (concerned with the ini file) and the ones in setting_gui., having to do with the GUI. I tried to give sensible min and maximum values to _patches that were not present in the GUI I hope they work out all right.
- All patch settings miss their callback function which have been temporarily reset to NULL
- Fixed a really small typo in a Doxygen comment in settings.h
- NOTE! When for example _patches are saved to the savegame (as are _gameopt_settings now), you cannot just blindly edit the struct. The same rules apply as to all the other SaveLoad structs. Eg correct CONDVAR's and only adding new entries at the end.
- NOTE! The game is not compilable after this commit.
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configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
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settings.c. This will be merged with SettingDesc misc_settings above as they are actually the same. No functionality has changed beside the fact that the settings are now in a different Chunkhandler.
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win32_v.c. Also ifdef the win32 specific configuration file settings.
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to help control PDA-troubles which the commit was intended for. Didn't revert makefile-config version since it would cause trouble. But Bjarni promised to rewrite it :)
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enabled. Preparatory work for saving patches/settings to savegame.
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thisone: added a comment for last commit
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cast something
from int-like to void *... we fixed that not too long ago, and the code below
this changed line clearly tells you do to that :p
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make_manyofmany()
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starting actual work. This patch contains no functional changes (I hope). It might break GPMI-builds though when trying to join a trunk/ network game or vice versa. To solve, you can change the order of the first 8 enums in SettingDescType. I think that'll work.
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platforms)
(tnx to qball and DarkVater for testing)
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ingame from the configuration file. Whatever you did, upon restart of OpenTTD those items were still there. To fix this we initialize the first item to NULL in SaveList as it is rebuilt anyways fully.
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in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
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Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
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Darkvater, so we can, in the future, save patch options in savegames
without any problems.
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(doesn't change a thing if you didn't enable GPMI)
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via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
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direction (Requested by manx)
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before starting to overwrite old ones
max_autosave_num in the config files sets the number of autosaves to keep (default 16)
MAX_NUM_AUTOSAVES in Makefile.config sets the default value. 16 is used if no value is given
this behaviour can still be overwritten by keep_all_autosave (openttd.config setting)
Note: this is a requested behaviour for PDA ports, since they got limited storage space
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the rail, road, water and airport toolbars. If enabled, the terraform toolbar will open and close with those toolbars.
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enabled by default.
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errors on 64bit architectures which require aligned variables
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a power of 2, for exact semantics see the commment in macros.h
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the benefits are questionable, it's error prone, undocumented and hasn't been widely used for ages, if ever
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about the custom currency behind a #define
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scattering it in several unrelated files
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