Age | Commit message (Collapse) | Author |
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.
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projects/openttd_vs80.vcproj, plus a fix in source.list
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NewGRFs.
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(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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32bpp-simple (based on the work of frosch)
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
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hardcoding station types by graphics IDs.
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sound/music/video drivers, using self-registration based on the blitter-model.
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variables/classes/structures (with anti-recursion repository) into string
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sensitive/insensitive ANSI/UNICODE string classes that support formatted (sprintf like) output.
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accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
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API: blitter
-Codechange: introduced a hierachy of blitters to avoid a lot of code duplication
Note: this allows much easier adding other types of video-drivers, like OpenGL
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MSVC project files.
-Fix: Pig Latin wasn't in the MSVC project files.
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access to the name
-Codechange: store the SpriteID in the spritecache too
-Add: add a PNG loader for graphical files
-Documentation: added a document to explain the PNG format
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to the blitter-layer
-Add: added a new renderer and blitter to make room for some optimized bpp
-Fix: fill the alpha channel in the grf-spriteloader
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(unfinished).
-Codechange: ResolverObject receives member gfx, making it compatible for both industries and industry tiles
-Codechange: NewIndustryResolver now has his randombits and triggers (even if not implemented)
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code directly accesses the video-buffer
-Add: added NULL blitter and renderer, which are always used for -vnull
-Add: dedicated driver doesn't blit nor render by default. Can be overruled by user. (-D -b 8bpp-optimized)
-Remove: removed CTRL+D from win32, which is incompatible with above
-Add: extended screenshot support for PNG and BMP
-Codechange: remove all hardcoded 8bpp references and replace them with more dynamic ones
-Codechange: minor stuff in blitters
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like that too
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the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview)
-Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels)
-Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
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(and unfinished) support for callbacks for industries
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vehicles to a file of their own.
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
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-Codechange: use predefined enums for viewport zoomlevels
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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sorted alphabetically.
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handler and custom icon sprites
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complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
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autoreplace has a cmd and a gui file)
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- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer
- replace tons of ifs/switches/magic numbers by table lookups
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tables with dynamically generated data. Change associated code to use new functions.
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makes project files that look more like the ones generated by respectively MSVC2003 and MSVC2005.
For some reason the internal formatting of the XML between MSVC2003 and MSVC2005 differs, so adding a file in MSVC2005 would result in basically adding the entire openttd_vs80.vcproj to the diff.
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struct array (with accessor) and implement new initialization method using cargo labels.
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simular to timidity via extmidi)
[PSP] -Add: added PSP specific code for libtimidity. libtimidity code is based on the work of Turulo. Tnx a bunch!
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This will permanently solve the issue where compilation on OSX broke because C++ code was added to some header files
-Note: (important if you develop mac specific code)
taken from http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html
gdb lacks an integrated C++ with Objective-C parser. This means that gdb won't be able to evaluate expressions that contain both C++ and Objective-C constructs.
gdb assumes that the language for ".mm" files is C++.
you can change it to objective C by typing: (gdb) set language objc
Mixing C++ and objective C has some limitation (see link for all of them)
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which were added in r6644 but miracuously disappeared sometime afterwards
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-Simplifies assignment from raw pointers
-Should be harder to crash the program by incorrect assignment into it.
-Should help with MorphOS compilation errors
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