Age | Commit message (Collapse) | Author |
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sprites behave the same as invalid references between recolour and real sprites.
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spritecache size setting and always use the minimum.
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setting from megabytes to megapixels, so it depends on the blitter being used. Also increase it from 64 to 128, and change the name in the cfg file, so everyone gets the new default.
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smaller.
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padded correctly to a common size.
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as well.
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GRF loading.
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-Remove: the '-i' option for palette selection.
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using the spritecache but a custom allocator function.
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directly.
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new offsets anywhere so as soon as the sprite is reloaded the offsets are gone (use a bigger sprite cache if this happens). Also anything that reloads NewGRFs (new games, loading games or (re)applying NewGRFs) clears the sprite cache and as such resets the offsets.
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if a header require a header make it include that header
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@param to @tparam if necessary
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which were sometimes missing and sometimes just typos
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for months. All attempts to do another workaround failed.
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unnecessarily add it.
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aligned at 8-byte boundary, ensure it for MemBlock
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printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
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(or truncated).
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just reuse the same piece of allocated memory for each encoding.
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loading sprites.
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color and colour.
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palette conversion.
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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SpriteCache struct in order to make it smaller
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about misuse of any sprite
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spritecache data could lose its parent
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corrupted sprites.
-Change: harden the sprite reading routine against corrupt sprites.
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way you can play with NewGRFs made for the Windows palette with the DOS palettes base GRFs (and vice versa). Note that for this to work correctly ALL NewGRFs must use the same palette; mix and match is not yet supported.
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sprites: fonts, recolour, mapgen and normal sprites.
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problem of sprite #142.
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