Age | Commit message (Collapse) | Author |
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value as a confirmation. This was caused by the actual action being executed a tick later in multiplayer mode. Simply work around it by not showing the new value. If someone really must now it, just query again.
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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(mistake in previous commit)
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and 2 configurable settings (slope and crossing penalties) for cost calculation
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saved only in network savegames (thanks glx)
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- Trailing whitespace
- Trailing empty lines
- Missing newline at EOF
- Missing svn:eol-style native
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added into regular savegames (breaks savegame compatibility only with r5070 and 5071).
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penalty per platform instead of per tile (should give better results)
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support and users for testing.
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-1 when parsing the parameter list fails.
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parameters.
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files. Usage: "mygrf = 1". You can pass up to 128 parameters, each one seperated by a comma or a space-character. Big thanks to peter1138 for the inspiration and examples.
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lists.
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a proper name and value setting (for example for newgrf parameters).
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as an item seperator next to the comma.
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mainly substituting terminating 0 characters with '\0'.
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define
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this was actually not a bug in the generator, but rather it saved/loaded the setting danish as swiss (the previous in the list)
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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out of variables.h. Just a drop in the bucket, but it is a start
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when the signed uint32 variable would be negative.
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- Replace miles/kilometres game option with a general measuring units option.
- Add {POWER}, {WEIGHT}, {WEIGHT_S} and {VOLUME_S} (_S for short) tags to the language/string system.
- Add SI as option for measuring units.
Language file updates to use the system will come soon.
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representations. Not only makes this the part more humanly readable, but saves us from rewriting the whole index when a patch is added/removed/changed
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and also forgot to put back the callback function. Thanks Tron
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chunk in the savegame to not to have to increase the savegame version every time we add one; at least for a while. To not break in-between nightlies a temporary hack is done. So make sure to upgrade to this nightly before you upgrade to newer ones. Releases are unaffected
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with savegames. Some people should be very happe atm ;)
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cases (add flag SLF_CONFIG_NO and empty string as name)
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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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