Age | Commit message (Collapse) | Author |
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out some indirect calls
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blitter so changes of the palette data during the game don't influence drawing (with SDL)
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dirty variables into a single structure
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transparency.
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byte. (frosch)
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find him at the same place as you can find CTRL+D. Sorry for those who liked to trip while playing OpenTTD; I truly am sorry :D
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don't need to cast to void/non-const before being able to free
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the alpha and previous colour information will be lost when the palette is animated.
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blitter which OpenTTD uses to decide which blitter to load.
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missed drawing the first pixel.
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-Remove: the '-i' option for palette selection.
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as it does not belong to the other PALETTE_TO_STRUCT_xxx recolourings.
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Blitter::DrawLine().
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Blitter_32bppBase::DrawLine() into Blitter::DrawLine().
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to spritecache.h
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if a header require a header make it include that header
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the 32bpp anim blitter triggered palette check of the whole window instead of only the part the got copied back
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was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash.
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@param to @tparam if necessary
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which were sometimes missing and sometimes just typos
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for months. All attempts to do another workaround failed.
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sources too
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just reuse the same piece of allocated memory for each encoding.
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color and colour.
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std::map
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selection and parameters.
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but do return the number of characters written instead of the number of characters that would be written; as size_t is unsigned substraction can cause integer underflows quite quickly.
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sprites: fonts, recolour, mapgen and normal sprites.
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some unneeded '(x == 0) ? 0 : 1' constructs.
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32bpp-anim blitter (backup buffer was too small)
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32 bpp blitter by default
Now we will pick 32 bpp if no 8 bpp fullscreen resolutions are available on the main display (the one with the dock)
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