Age | Commit message (Collapse) | Author |
|
A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
|
|
|
|
threads. (JGR)
|
|
SaveLoadOperation to avoid nameclash with windows compiler toolkit.
|
|
DetailedFileType.
|
|
|
|
|
|
disable-able by using -dnet=0
|
|
|
|
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
|
|
pending persistent storage changes.
|
|
|
|
loop. (monoid)
|
|
|
|
don't sleep on DoCommand while doing so
|
|
|
|
|
|
messages when that's possible
|
|
instead of declaring it in 6 other files
|
|
comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit)
|
|
|
|
world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter
|
|
|
|
variables to progress.cpp/h
|
|
|
|
|
|
saved in case threading is enabled, which is enabled by default
|
|
|
|
some headers
|
|
called. Some places wouldn't reset _date_fract correctly at all
|
|
actually movable; e.g. HQ and owned land are pretty movable.
|
|
addition.
|
|
missed :)
|
|
|
|
before CleanupGeneration() to avoid conflicts with concurrent GUI code.
|
|
sync during GUI operation.
|
|
unify the formatting
|
|
|
|
and typedefs
|
|
if a header require a header make it include that header
|
|
fatal NewGRF error.
|
|
values of action D variable 13 were incorrect
|
|
|
|
which were sometimes missing and sometimes just typos
|
|
(like done for video, music, sound, etc)
|
|
|
|
make the help show how it works and how it doesn't work
|
|
-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
|
|
forcing resizes/redraws of the screen during map generation
|
|
they are basically the same thing
|