Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-09-07 | Fix b3fd7879: Ignore command flags when verifying script commands | Niels Martin Hansen | |
Multiplayer games has the server add some flags to the cmd value during the handling. These flags should not be included in the verification, mask them out. Without this masking out, scripts tend to die when executing their first command in multiplayer. | |||
2019-09-07 | Fix #7188: check the validity of command callback for scripts (#7701) | glx22 | |
2019-05-11 | Change: Limit memory allocations for each Squirrel instance | Niels Martin Hansen | |
This can avoid out-of-memory situations due to single scripts using up the entire address space. Instead, scripts that go above the maximum are killed. The maximum is default 1 GB per script, but can be configured by a setting. | |||
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-03-20 | Remove: ENABLE_NETWORK switch | Patric 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. | |||
2014-04-25 | (svn r26509) -Codechange: replace strdup with stredup (the latter ensures ↵ | rubidium | |
the return is not NULL) | |||
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 | |||
2013-11-24 | (svn r26093) -Fix (r26092): compilation error | rubidium | |
2013-11-24 | (svn r26092) -Fix [FS#5818]: prevent scripts from crashing OpenTTD when they ↵ | rubidium | |
send text with command codes to user editable texts such as sign and station names | |||
2013-06-27 | (svn r25488) -Fix [FS#5613]: do not send encoded texts to names, but decode ↵ | rubidium | |
them into a plain C string and then pass them on | |||
2013-06-09 | (svn r25342) -Add: StoryPage data structures and GS API | zuu | |
2013-05-29 | (svn r25305) -Fix [FS#5561]: Game Script APIs that execute a DoCommand were ↵ | zuu | |
returning the same result as in TestMode during world generation | |||
2012-03-04 | (svn r24008) -Cleanup/doc: try not to mention (No)AI in script APIs | rubidium | |
2012-01-08 | (svn r23778) -Fix [FS#4957]: trim all control codes and the likes from ↵ | rubidium | |
strings being passed into the AI. If the AI would be displaying them later we would be showing those control codes as question marks. | |||
2012-01-08 | (svn r23777) -Codechange: refactor allocating memory and fetching strings ↵ | rubidium | |
into a single function for scripts | |||
2012-01-03 | (svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp files | rubidium | |
2011-12-19 | (svn r23632) -Add: GSCompanyMode, to change company in GameScripts | truebrain | |
2011-12-19 | (svn r23630) -Add: a Goal GUI to show your current goals | truebrain | |
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 | |||
2011-12-14 | (svn r23515) -Cleanup: Remove unused ScriptObject::GetNewTunnelEndtile() and ↵ | frosch | |
relatives. | |||
2011-11-29 | (svn r23369) -Codechange: use script includes when possible, not ai includes | truebrain | |
2011-11-29 | (svn r23367) -Codechange: refactor GetSetting to ScriptInstance, to avoid ↵ | truebrain | |
global variable in script_controller | |||
2011-11-29 | (svn r23361) -Codechange: move multiplayer DoCommand callback code so other ↵ | truebrain | |
script users can call their own | |||
2011-11-29 | (svn r23360) -Codechange: move AIInstance to ScriptInstance, making it ↵ | truebrain | |
reusable by other script API instances | |||
2011-11-29 | (svn r23359) -Codechange: move AI_VMSuspend to Script_Suspend (and to its ↵ | truebrain | |
own file) | |||
2011-11-29 | (svn r23358) -Codechange: move AI_FatalError to Script_FatalError (and to ↵ | truebrain | |
its own file) | |||
2011-11-29 | (svn r23357) -Codechange: move AIStorage to ScriptStorage | truebrain | |
2011-11-29 | (svn r23355) -Codechange: rename all AI* to Script* (Rubidium) | truebrain | |
2011-11-29 | (svn r23354) -Codechange: move all src/ai/api/ai_*.[hc]pp files to ↵ | truebrain | |
src/script/api/script_* (Rubidium) |