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path: root/src/script/api/script_admin.cpp
AgeCommit message (Collapse)Author
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-03-20Remove: ENABLE_NETWORK switchPatric Stout
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.
2014-09-06(svn r26774) -Cleanup [Squirrel]: remove _SC macrorubidium
2014-09-06(svn r26771) -Cleanup: remove OTTD2SQ and SQ2OTTDrubidium
2014-04-23(svn r26492) -Fix (r26491): obviously it's too laterubidium
2014-04-23(svn r26491) -Fix: compilation failure when networking is disabledrubidium
2014-04-23(svn r26486) -Codechange: replace a number of snprintfs with seprintfrubidium
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
2012-01-03(svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp filesrubidium
2011-12-19(svn r23623) -Add: allow bi-directional communication with the AdminPort and ↵truebrain
GameScript