Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-12 | Change: reworked the debug levels for network facility (#9251) | Patric Stout | |
It now follows very simple rules: 0 - Fatal, user should know about this 1 - Error, but we are recovering 2 - Warning, wrong but okay if you don't know 3 - Info, information you might care about 4 - 5 - Debug #1 - High level debug messages 6 - Debug #2 - Low level debug messages 7 - Trace information | |||
2021-03-26 | Add: allow setting the highest mountain for heightmaps | Patric Stout | |
It will add some slack to the map height limit if that was set to auto. | |||
2021-03-26 | Feature: auto-detect map height limit based on generated map | Patric Stout | |
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value. | |||
2021-03-26 | Feature: setting to indicate snow coverage for arctic climate (replaces snow ↵ | Patric Stout | |
line height) Setting the snow coverage (in % of the map) makes a lot more sense to the human, while still allowing the niche player to set (by finding the correct %) a snow line height they like. This makes for easier defaults, as it decoupled terrain height from amount of snow. Maps can never be 100% snow, as we do not have sprites for coastal tiles. Internally, this calculates the best snow line height to approach this coverage as close as possible. | |||
2021-03-10 | Fix: abort world generation on exiting the game as soon as possible | Patric Stout | |
This prevents the window from "freezing" when you close it during world generation, as it first would continue the action. | |||
2021-03-10 | Add: make modal windows update more smooth | Patric Stout | |
Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking. | |||
2019-11-14 | Fix #7646: Incomplete cleanup for non-threaded world generation failure (#7805) | glx22 | |
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-04-29 | Codechange: Remove Company/OwnerByte types | Charles Pigott | |
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-04-06 | Codechange: Replace custom thread code with C++11 thread objects. | Michael Lutz | |
We assume a conforming C++11 compiler environment that has a valid <thread>-header. Failure to run a real thread is handled gracefully. | |||
2019-04-06 | Codechange: Replace custom mutex code with C++11 mutex'es. | Michael Lutz | |
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. | |||
2019-02-08 | Codechange: Make the style of MakeVoid calls uniform (#7192) | Gabda | |
2016-10-30 | (svn r27670) -Add: [FS#6471] Assign descriptive names to (GNU pthread) ↵ | frosch | |
threads. (JGR) | |||
2016-09-04 | (svn r27653) -Fix(r27647): Rename FileOperation enum and values to ↵ | alberth | |
SaveLoadOperation to avoid nameclash with windows compiler toolkit. | |||
2016-09-04 | (svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and ↵ | alberth | |
DetailedFileType. | |||
2016-08-15 | (svn r27627) -Codechange: Deduplicate some cursor magic into SetMouseCursorBusy. | frosch | |
2014-04-28 | (svn r26538) -Codechange: remove double accounting of the drivers | rubidium | |
2014-04-26 | (svn r26518) -Change: make genworld messages on the dedicated server ↵ | rubidium | |
disable-able by using -dnet=0 | |||
2014-04-23 | (svn r26486) -Codechange: replace a number of snprintfs with seprintf | rubidium | |
2014-04-23 | (svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵ | rubidium | |
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values | |||
2014-02-23 | (svn r26371) -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared ↵ | frosch | |
pending persistent storage changes. | |||
2013-12-23 | (svn r26174) -Codechange: Rename BaseStorageArray to BasePersistentStorageArray | frosch | |
2012-04-17 | (svn r24132) -Change [FS#4713]: Improve randomness of tile order in the tile ↵ | michi_cc | |
loop. (monoid) | |||
2012-01-03 | (svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp files | rubidium | |
2011-12-19 | (svn r23611) -Add: run the begin of the script already while generating, and ↵ | truebrain | |
don't sleep on DoCommand while doing so | |||
2011-12-19 | (svn r23609) -Add: save/load all GameScript related material | truebrain | |
2011-12-19 | (svn r23601) -Fix: fix the conflict in window number | truebrain | |
2011-12-10 | (svn r23480) -Fix [FS#4594]: replace OS error messages with internal error ↵ | rubidium | |
messages when that's possible | |||
2011-12-10 | (svn r23470) -Codechange: move declaration of SwitchToMode to a header ↵ | rubidium | |
instead of declaring it in 6 other files | |||
2011-11-30 | (svn r23376) -Remove: on popular demand, remove my (revoked) name from ↵ | truebrain | |
comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit) | |||
2011-08-24 | (svn r22819) -Fix: include the header where it should be included | rubidium | |
2011-08-24 | (svn r22818) -Fix [FS#4742] (r22796, rlongago): don't spawn threads for ↵ | rubidium | |
world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter | |||
2011-08-21 | (svn r22789) -Codechange: rename generation window class to modal progress | rubidium | |
2011-08-21 | (svn r22788) -Codechange: move modal progress related functions and ↵ | rubidium | |
variables to progress.cpp/h | |||
2011-08-21 | (svn r22786) -Codechange: rename genworld mutices to model_progress mutices | rubidium | |
2011-01-22 | (svn r21890) -Cleanup: remove some unneeded includes | rubidium | |
2011-01-18 | (svn r21833) -Fix [FS#4427]: desync debug savegames might not be actually ↵ | rubidium | |
saved in case threading is enabled, which is enabled by default | |||
2010-09-17 | (svn r20822) -Fix [FS#3707]: deadlock when aborting map generation on windows | yexo | |
2010-08-26 | (svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵ | rubidium | |
some headers | |||
2010-08-22 | (svn r20591) -Codechange: make sure _date_fract is set when SetDate is ↵ | rubidium | |
called. Some places wouldn't reset _date_fract correctly at all | |||
2010-08-08 | (svn r20411) -Codechange: rename unmovables as quite a lot of them are ↵ | rubidium | |
actually movable; e.g. HQ and owned land are pretty movable. | |||
2010-08-02 | (svn r20320) -Doc: Small Doxygen and normal comment fixes, and an missed ↵ | alberth | |
addition. | |||
2010-07-19 | (svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be ↵ | rubidium | |
missed :) | |||
2010-07-19 | (svn r20190) -Codechange: unVARDEF _generate_world and move it to genworld | rubidium | |
2010-06-05 | (svn r19934) -Fix [FS#3857]: When 'pause on new game' is set, pause the game ↵ | frosch | |
before CleanupGeneration() to avoid conflicts with concurrent GUI code. | |||
2010-06-05 | (svn r19933) -Fix [FS#3804]: Keep _current_company and _local_company in ↵ | frosch | |
sync during GUI operation. | |||
2010-04-08 | (svn r19589) -Change: add some more useful information to the desync log and ↵ | rubidium | |
unify the formatting | |||
2010-01-18 | (svn r18861) -Doc: more doxygen documentation in genworld files | smatz | |
2010-01-17 | (svn r18853) -Codechange: apply coding style to GenWorld's enums, structs ↵ | smatz | |
and typedefs |