Age | Commit message (Collapse) | Author | |
---|---|---|---|
2006-09-02 | (svn r6347) Undo | tron | |
2006-09-02 | (svn r6346) -Codechange: Remove redundant assignment | tron | |
2006-08-22 | (svn r6045) -Cleanup: align all table-like structures using spaces, i.e. ↵ | rubidium | |
whitespace fixes only except for a few comments to make them uniform for the whole enum/struct. | |||
2006-08-20 | (svn r5974) -Codechange: added casts all around the place to make Windows ↵ | truelight | |
64bit happy (michi_cc) | |||
2006-04-20 | (svn r4481) - Fix: Validate the given sprite ID when loading a sprite. | peter1138 | |
2006-04-16 | (svn r4446) - Add function to determine if a Sprite ID exists. | peter1138 | |
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 | |||
2005-09-10 | (svn r2933) Implement the non-breaking space | tron | |
2005-08-15 | (svn r2868) Change the way NewGRFs are loaded: The loading process i no ↵ | tron | |
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! | |||
2005-08-14 | (svn r2866) Move all functions and tables which aren't directly involved in ↵ | tron | |
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. | |||
2005-08-13 | (svn r2865) Push the responsibility for allocating the sprite heap into ↵ | tron | |
GfxInitSpriteMem() | |||
2005-08-11 | (svn r2855) Make ReadSpriteHeaderSkipData() responsible for detecting the ↵ | tron | |
end of a grf file instead of its callers - this simplifies the code a bit | |||
2005-08-09 | (svn r2847) Don't remember the size of sprites during initialisation. Since ↵ | tron | |
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) | |||
2005-08-08 | (svn r2845) Remove sprite size caching, it was unused | tron | |
This makes GetSpriteDimension() superflous, because now it's just a thin wrapper around GetSprite() returning only part of the information, therefore remove it too | |||
2005-08-08 | (svn r2839) Remove stuff missed in r2833, properly calculate the size of two ↵ | tron | |
arrays and simplify GetSpriteDimension() a bit | |||
2005-08-07 | (svn r2833) Remove saving of sprite cache data: | tron | |
the benefits are questionable, it's error prone, undocumented and hasn't been widely used for ages, if ever | |||
2005-08-07 | (svn r2829) Remove sprite locking, it was never used anyway | tron | |
2005-07-31 | (svn r2764) -Feature: Clone vehicles | bjarni | |
-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 | |||
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 files | tron | |
2005-07-22 | (svn r2673) Include functions.h directly, not globally via openttd.h | tron | |
2005-07-21 | (svn r2669) Shuffle some more stuff around to reduce dependencies | tron | |
2005-07-20 | (svn r2652) - CodeChange: show 'too many sprites' in hex value; Patch signed ↵ | Darkvater | |
off by Tron | |||
2005-07-19 | (svn r2633) Move spritecache related variable from variables.h to ↵ | tron | |
spritecache.[ch] | |||
2005-07-09 | (svn r2537) Small changes, especially use fprintf to stderr for warnings and ↵ | tron | |
errors instead of plain printf | |||
2005-07-09 | (svn r2536) - Fix: [ 1215999 ] Segmentation fault in main menu - corrupted ↵ | Darkvater | |
sample.cat. Flush the output buffer to print the error message before the game crashes. (mcmohr) | |||
2005-07-08 | (svn r2535) Tabs | tron | |
2005-07-06 | (svn r2523) Readd a comment which got lost in r2522 | tron | |
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 | |||
2005-06-02 | (svn r2397) - CodeChange: rename all "ttd" files to "openttd" files. | Darkvater | |
2005-05-18 | (svn r2349) - Fix: remove warning from release build when assertions are no ↵ | Darkvater | |
longer active | |||
2005-04-24 | (svn r2229) - Fix: [ 1188777 ] Non-existing sprite #5125 (presignal). The ↵ | Darkvater | |
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. | |||
2005-03-06 | (svn r1941) Report missing NewGRF file as a fatal error. | pasky | |
2005-02-20 | (svn r1893) If -i was specified respect it | tron | |
2005-02-18 | (svn r1885) Fix typo in r1884 | tron | |
2005-02-18 | (svn r1884) Change palette detection algorithm: Use the DOS palette if there ↵ | tron | |
are no Windows .grfs but at least one DOS .grf | |||
2005-02-17 | (svn r1882) Add a basic check if a non-existent sprite gets accessed. | tron | |
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. | |||
2005-02-13 | (svn r1867) Include tables/sprites.h only in files which need it | tron | |
2005-02-13 | (svn r1865) Fix some warnings | tron | |
2005-02-11 | (svn r1861) Constify Get(Non)Sprite() | tron | |
2005-02-11 | (svn r1859) Miscellaneous style changes | tron | |
2005-02-11 | (svn r1858) Let ReadSprite() handle the subtleties of loading a sprite, not ↵ | tron | |
its caller | |||
2005-02-11 | (svn r1857) Rewrite parts of the sprite heap. It's functionally equivalent ↵ | tron | |
but should be easier to read and maintain. | |||
2005-02-10 | (svn r1856) Make GfxInitSpriteMem() static, because it's only used withing ↵ | tron | |
spritecache.c | |||
2005-02-10 | (svn r1855) Handle endianness of sprite headers when loading a sprite, not ↵ | tron | |
everytime when accessing it | |||
2005-02-10 | (svn r1854) Split GetSpritePtr() into GetSprite() for regular sprites ↵ | tron | |
(returning a Sprite*) and GetNonSprite() for "sprites" of type 0xFF (returning byte*) | |||
2005-02-10 | (svn r1853) Move spritecache function declarations into a header of their ↵ | tron | |
own and use SpriteID as parameter type where appropriate | |||
2005-02-08 | (svn r1852) Start cleaning up sprite handling: | tron | |
- Complement the sprite header struct with a variable sized array for the sprite data and rename it to Sprite. - Use the correct type Sprite* instead of casting all the time (this causes some "assignment from incompatible pointer type" warnings, nothing serious, will be resolved soon) | |||
2005-02-06 | (svn r1833) byte -> char transition: the rest | tron | |
2005-02-05 | (svn r1803) Move debugging stuff into files of it's own | tron | |