Age | Commit message (Collapse) | Author |
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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debugging levels to
use in debug.h. grfmsg() is now used as a specific debug-function for grf.
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sets. If the sprite is ever drawn this will result in a "missing sprite" error instead of undefined misbehaviour leading to segmentation faults...
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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64bit happy (michi_cc)
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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longer bolted onto the normal graphics loading.
This has two major advantages:
- Removal of a maze of global variables and distinction of cases from the sprite loading routines, which weren't directly related to the loading process in the first place
- NewGRF actions no longer occupy sprite slots - for example when using DBSetXL this saves about 2000 slots! (you could regard this as a bug fix)
If i didn't make a major mistake this change should have no negative effect on NewGRF support, please test!
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managing the sprite heap to a new file gfxinit.c.
This doesn't ease the global variable mess, but makes the distinction between sprite heap and gfx loading routines easier.
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GfxInitSpriteMem()
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end of a grf file instead of its callers - this simplifies the code a bit
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the sprite loading was altered this is no longer necessary.
While here remove another write-only variable (_spritecache_size) and fix a comment (sprite replaces a lowercase letter instead of uppercase)
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This makes GetSpriteDimension() superflous, because now it's just a thin wrapper around GetSprite() returning only part of the information, therefore remove it too
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arrays and simplify GetSpriteDimension() a bit
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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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-This allows a player to clone an excisting vehicle of his own
-[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed
-Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
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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.
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off by Tron
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spritecache.[ch]
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errors instead of plain printf
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sample.cat. Flush the output buffer to print the error message before the game crashes. (mcmohr)
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special case from the sprite blitter, which decompressed certain sprites every time when blitting them
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longer active
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DOS grf file trgi.grf has 6 less sprites than the windows one. This results in some segfaults for certain sprites. Fixed it by added a dummy grf file consisting ofr 6 sprites and loaded when using DOS gfx at the appropiate place.
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are no Windows .grfs but at least one DOS .grf
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Now ottd bails out with an error message instead of segfaulting.
This is far from perfect, some checks after loading a savegame should be added.
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its caller
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but should be easier to read and maintain.
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spritecache.c
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everytime when accessing it
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(returning a Sprite*) and GetNonSprite() for "sprites" of type 0xFF (returning byte*)
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own and use SpriteID as parameter type where appropriate
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