Age | Commit message (Collapse) | Author |
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korean: 14 changes by telk5093
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luxembourgish: 29 changes by Phreeze
russian: 2 changes by Lone_Wolf
latin: 4 changes by Supercheese
portuguese: 1 change by JayCity
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finnish: 2 changes by hpiirai
english (us): 17 changes by Supercheese
luxembourgish: 10 changes by Phreeze
dutch: 20 changes by JanWillem
norwegian (bokmal): 2 changes by Leifbk
latin: 16 changes by Supercheese
portuguese: 3 changes by JayCity
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circular group hierarchy (3298)
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greek: 51 changes by Jubilee
russian: 17 changes by Lone_Wolf
latin: 19 changes by Supercheese
portuguese: 53 changes by JayCity
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finnish: 12 changes by hpiirai
greek: 40 changes by Jubilee
luxembourgish: 2 changes by Phreeze
dutch: 12 changes by JanWillem
french: 4 changes by romazoon
norwegian (bokmal): 12 changes by Leifbk
hungarian: 14 changes by Brumi
portuguese: 51 changes by JayCity, 11 changes by vesgo
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finnish: 13 changes by hpiirai
korean: 1 change by telk5093
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a refit if required.
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finnish: 13 changes by hpiirai
danish: 2 changes by nielsmh
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luxembourgish: 31 changes by Phreeze
croatian: 2 changes by VoyagerOne
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dutch: 28 changes by JanWillem
russian: 1 change by Lone_Wolf
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This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
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In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.
Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.
Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.
By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.
Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
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korean: 7 changes by telk5093
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dutch: 1 change by JanWillem
russian: 1 change by Lone_Wolf
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norwegian (bokmal): 1 change by Leifbk
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romanian: 8 changes by alexmerlin1985
dutch: 2 changes by JanWillem
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cargo type.
It is only an error if the invalid result is actually used. This will be silently ignored at the moment.
It is still an error if a duplicate cargo type is returned.
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finnish: 110 changes by hpiirai
ukrainian: 149 changes by nsergiy
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finnish: 214 changes by hpiirai
norwegian (bokmal): 10 changes by Leifbk
russian: 2 changes by Lone_Wolf
croatian: 6 changes by VoyagerOne
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finnish: 46 changes by hpiirai
danish: 10 changes by nielsmh
hungarian: 2 changes by Brumi
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finnish: 14 changes by ln
catalan: 8 changes by juanjo
polish: 7 changes by xaxa
dutch: 7 changes by JanWillem
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cargo to/from their neutral station. (#7234)
This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.
"Company stations can serve industries with attached neutral stations"
When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.
When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
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dutch: 2 changes by JanWillem
russian: 4 changes by Lone_Wolf
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dutch: 13 changes by JanWillem
hungarian: 4 changes by Brumi
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In 10 years there is no commit to change how BeOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).
With the arrival of SDL2 (and removal of SDL), BeOS is no longer
support. SDL2 suggests to use Haiku instead of BeOS.
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In 10 years there is no commit to change how MorphOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).
With the arrival of SDL2 (and removal of SDL), MorphOS is no longer
support. There is an SDL2 port for MorphOS, but it is not maintained
by upstream SDL2, and nobody can currently test it out.
If anyone wants to re-add MorphOS, please do (revert this patch,
fix the problems, and create a Pull Request). If you need any help
doing so, let us know! It is not that we don't like MorphOS, it is
that we don't have anyone fixing the problems :(
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finnish: 40 changes by hpiirai
english (us): 19 changes by njn
spanish (mexican): 3 changes by njn
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Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.
The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.
The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.
Existing savegames will use the original algorithm, while new games will default to the new algorithm.
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finnish: 39 changes by hpiirai
french: 4 changes by glx
hungarian: 4 changes by Brumi
russian: 3 changes by Lone_Wolf
korean: 20 changes by telk5093
croatian: 5 changes by VoyagerOne
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setting (there's a cheat for this)
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catalan: 62 changes by juanjo
french: 11 changes by glx
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croatian: 6 changes by VoyagerOne
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turkish: 4 changes by DarkSapling
danish: 10 changes by Deb622
norwegian (bokmal): 11 changes by Leifbk
portuguese: 11 changes by vesgo
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dutch: 80 changes by JanWillem
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romanian: 7 changes by alexmerlin1985
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dutch: 68 changes by JanWillem
danish: 17 changes by nielsmh
hungarian: 3 changes by Brumi
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italian: 11 changes by lorenzodv
dutch: 46 changes by JanWillem
russian: 5 changes by Lone_Wolf
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danish: 11 changes by nielsmh
spanish (mexican): 11 changes by Absay
hungarian: 100 changes by Brumi
russian: 6 changes by Lone_Wolf
croatian: 9 changes by VoyagerOne
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Adds an option in the "Game Options" next to "Interface Size" called "Font Size". Available options are normal, double, and quad.
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italian: 9 changes by lorenzodv
norwegian (bokmal): 4 changes by Leifbk
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dutch: 76 changes by JanWillem
scottish gaelic: 44 changes by GunChleoc
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english (us): 11 changes by njn
dutch: 244 changes by JanWillem
turkish: 102 changes by wakeup
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dutch: 100 changes by JanWillem
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