Age | Commit message (Collapse) | Author |
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game exit
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parsing routine. Adapt openttd option processing too.
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requesting the map
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it doesn't recompile everything that needs to be recompiled...
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in the output of "openttd -h"
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possible to change the password of other companies (on the server)
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saved in case threading is enabled, which is enabled by default
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that can be cleared/terraformed by a company
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road vehicles and trains.
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unrelated to the number of passed game days, i.e. don't stop aging chat messages when the server is paused
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scenario editor
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paused. Now you can enable or disable that with a setting
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load), and add support for (safe) loading with a LoadFilter
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desync debug options enabled.
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debugging because some cache was invalidated but never reset
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had an error message open in the game while whatever triggered you to go back to the main menu
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starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version
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leak, causing valgrind warnings
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some headers
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caused the introgame to be the server's game causing desyncs when people tried to join
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function and two company globals.
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missed :)
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variables and move them to a more logical location
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VARDEF and put them in a more logical location
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debug is turned on)
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a savegame fails on the dedicated server, generate a new game.
Generating a new game is the least bad solution:
* loading the intro game: desyncs due to GM_MENU on the server and GM_NORMAL on the clients, NewGRFs not being loaded on the server but being loaded on the client;
* creating an empty map: OpenTTD will go crazy due to missing towns. Also clients can't properly join because of the missing towns;
* loading the last saved game: doesn't always exist and loading it might fail causing an infinite loop;
* stopping being a server: breaks the dedicated server horribly; if you loaded the game via rcon you can't connect with it anymore as you can't join the server;
* generating a new game: should always succeed, although people might think a scenario loaded fine because there are no companies and such.
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before CleanupGeneration() to avoid conflicts with concurrent GUI code.
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