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path: root/src/settings_type.h
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2021-04-29Codechange: use NetworkAddress instead of two host/port variables where possiblePatric Stout
This also means we no longer need last_host/last_port, but can just use a single last_joined setting.
2021-04-20Remove: "language" field from server/clientPatric Stout
The original idea was that people could find a server they could talk in their native language on. This isn't really used in that way. There are several reasons for removing this: - the client also sends his "language" to the server, but nothing is doing anything with this. - flags are a bad way to represent languages, and over the years we had several (rightfully) complaints about this. - most servers have their language set to "All", and prefix the servername with the language it is about. This is a much more efficient way to do the same. All in all, this feature should go back to the drawing board. Maybe it could work in another form, but this form is not it.
2021-03-26Feature: allow setting a custom terrain type to define highest peakPatric Stout
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
2021-03-26Add: allow setting the highest mountain for heightmapsPatric Stout
It will add some slack to the map height limit if that was set to auto.
2021-03-26Change: rename setting "max_heightlevel" to "map_height_limit"Patric Stout
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
2021-03-26Feature: setting to indicate desert coverage for tropic climatePatric Stout
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
2021-03-26Feature: 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.
2021-03-13Feature: allow setting maximum zoom level at which sprites are drawn (#8604)Matt Kimber
2021-03-01Codechange: validate that "max" value of settings fit in their storagePatric Stout
This is an easy mistake to make, so protect us against making such mistakes, by validating it doesn't happen.
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-02-19Feature: configurable refresh-rate and change default to 60fpsPatric Stout
Most modern games run on 60 fps, and for good reason. This gives a much smoother experiences. As some people have monitors that can do 144Hz or even 240Hz, allow people to configure the refresh rate. Of course, the higher you set the value, the more time the game spends on drawing pixels instead of simulating the game, which has an effect on simulation speed. The simulation will still always run at 33.33 fps, and is not influences by this setting.
2021-01-08Change: Remove disable_unsuitable_building settingCharles Pigott
This setting is no longer useful, as you can now always build roads, canals, etc.
2021-01-07Feature: option to auto remove signals when in the way during rail ↵Kuhnovic
construction (#8274)
2020-12-25Change: Remove the LAN/Internet combobox from the server list in favour of ↵frosch
adding two separate search buttons.
2020-12-14Add: new economy "frozen" that stops production changes and industry ↵Pavel Stupnikov
closures (#8282)
2020-01-04Feature: Show the name of the NewGRF in the build vehicle window.stormcone
2019-12-28Feature: Configurable game ending yearNiels Martin Hansen
Functionally reverts 683b65ee1
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-10-19Feature: Configure minimum share trading yearsJack Baron
2019-09-29Fix: Some typos found using codespellJMcKiern
2019-05-11Change: Limit memory allocations for each Squirrel instanceNiels 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.
2019-04-29Codechange: Remove DistributionTypeByteCharles Pigott
2019-04-29Codechange: Remove TownLayoutByte typeCharles Pigott
2019-04-29Codechange: Remove TownFoundingByte typeCharles Pigott
2019-04-29Codechange: Set ZoomLevel's base type to byte instead of using ZoomLevelByteCharles Pigott
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.
2019-03-16Remove: OPFCharles Pigott
2019-03-08Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept ↵PeterN
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.
2019-03-08Change: Add configurable curve penalty for ships.Peter Nelson
2019-03-04Add: Option for population-linear town cargo generationNiels Martin Hansen
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.
2019-01-10Add #4115: default company colour setting (#6998)Gabda87
Works only in single player.
2018-10-31Doc: Lots and lots of doxymentation fixesCharles Pigott
2018-06-23Feature #986: Automatic save when losing connection to a network gameNiels Martin Hansen
2018-04-28Add: Replace independment map scrolling GUI settings with single option, and ↵PeterN
add choice to not lock cursor position when scrolling. (#6756)
2017-03-24(svn r27825) -Feature [FS#4950]: Add option to close windows with right ↵peter1138
click (Flamefire)
2015-02-12(svn r27144) -Change: The chatbox-width setting now uses percent of screen ↵frosch
width instead of pixels.
2014-09-21(svn r26884) -Change: scale the NewGRF's snow line level according to the ↵rubidium
configured maximum map height
2014-09-21(svn r26880) -Add: stub settings for limiting bridge and map heightrubidium
2014-09-13(svn r26815) -Change: Allow to set the granularity of the tooltip hover time ↵planetmaker
in milliseconds instead of seconds. New default value is 250ms
2013-06-29(svn r25508) -Change: split unit localisation choice into a choice per type ↵rubidium
of unit, and move it to the advanced settings -Feature [FS#5482]: have tractive effort in imperial (lbf) and metric (kgf) units -Feature: have weights and volumes in imperial units (short tons, gallons)
2013-06-09(svn r25365) -Feature: show cargo by next hops and final destinations in the ↵fonsinchen
station GUI
2013-06-09(svn r25351) -Add: settings for link graphfonsinchen
2013-01-08(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵planetmaker
Eagle_rainbow)
2012-12-23(svn r24846) -Add: Advanced settings to disable certain sound effects.frosch
2012-12-23(svn r24845) -Add: News ticker sound setting to adv. settings window.frosch
2012-12-23(svn r24843) -Codechange: Move news display options into the general ↵frosch
settings framework. (based on patch by eagle_rainbow)
2012-12-05(svn r24792) -Add: Readd difficulty settings to advanced settings unless ↵frosch
they are already present in other settings windows.
2012-12-05(svn r24790) -Remove: Classic difficulty profiles.frosch
2012-12-05(svn r24789) -Add: Separate setting to control the default settings of newly ↵frosch
added scripts and random AIs.
2012-12-05(svn r24786) -Codechange: Add SettingsProfile enum for difficulty profiles ↵frosch
and highscore tables.