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path: root/src/table/settings.ini
AgeCommit message (Collapse)Author
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.
2021-02-18Fix cc39fa9: New orders are non-stop by default (#8689)Tyler Trahan
2021-02-17Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings.Michael Lutz
2021-02-17Codechange: Allow early-load settings that are not misc settings.Michael Lutz
2021-02-14Change: move the 'road drive side' selection to settings tree, and give it ↵frosch
the same 'basic' visibilty as 'signal side'.
2021-02-14Change: move the 'tree placer algorithm' selection to the settings tree ↵frosch
window, and give it the same 'basic' visibility as 'in-game tree placement'.
2021-02-14Codechange: Make the settings for min/max zoom early load settings.Michael Lutz
2021-02-13Codechange: Don't use cpp_offsetof in the save/load code.Michael Lutz
Many of the member variables that are used in save/load are inside types that are not standard layout types. Using pointer arithmetics to determine addresses of members inside types that are not standard layout is generally undefined behaviour. If we'd use C++17, it is conditionally supported, which means each compiler may or may not support it. And even then using it for individual array elements is syntactically not supported the the standard offsetof function. Unfortunately, the trickery employed for saving linkgraph settings causes quite some clutter in the settings ini files.
2021-01-08Change: Remove disable_unsuitable_building settingCharles Pigott
This setting is no longer useful, as you can now always build roads, canals, etc.
2021-01-08Fix 2fd871e2af5: load correct ending-year for old (pre 0.7) savegamesPatric Stout
Despite what it looked like, you could never really change the ending-year (it was always reset to 2050 on start-up). See commit 683b65ee1 for details. As a side-effect, the variable that was suppose to store the ending-year was just zero, never containing a real ending-year.
2021-01-08Fix #8050: ending-year of 5000000 allows you to get to year 5000001 and beyondPatric Stout
MAX_YEAR is set to 5000000, but having an ending-year set to the same meant you could bypass this, and play till the uint32 wrapped. The game can either show highscore or wrap year, not both. When you would do both, every year you get the highscore dialog. By changing the maximum value of ending-year to 4999999 we prevent this issue.
2021-01-07Feature: option to auto remove signals when in the way during rail ↵Kuhnovic
construction (#8274)
2021-01-02Change: Default settings improved for new players2TallTyler
2020-12-27Change: Disable changing the inflation setting in network games.Michael Lutz
2020-12-25Change: Remove the LAN/Internet combobox from the server list in favour of ↵frosch
adding two separate search buttons.
2020-12-25Feature: Add an option to disable tree growth completely (#8415)Pavel Stupnikov
2020-12-16Change: extend the allowed range for max loan setting (#8386)Pavel Stupnikov
2020-12-15Feature: new velocity unit "tiles/day" (#8278)jostephd
2020-12-14Add: new economy "frozen" that stops production changes and industry ↵Pavel Stupnikov
closures (#8282)
2020-06-27Feature: Increase max possible distance from border for oil refineries and rigsdP
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
2019-12-23Fix: Snowline height interval is now 1, in both World Generation and ↵Samu
Settings windows - Previously, it was 1 in World Gen window, but 5 in Settings window
2019-12-21Fix: Custom sea level default value is now equal to minimum value, not lowerSamu
Custom sea level default value was lower than the minimum
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-10-19Fix: add savegame version to trading age settingJack Baron
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.
2019-05-11Fix #7463: Promote scroll mode setting to basic category.Michael Lutz
2019-05-05Change: Set default setting in server browser of "Advertised" to "Yes". (#7568)Corns McGowan
2019-04-29Codechange: Set size of SettingGuiFlag & SettingDescType enums, and use them ↵Charles Pigott
properly
2019-04-11Codechange: NULL -> nullptr in settings files.peter1138
2019-03-20Fix #7390: Extra line removed by mistake caused server_password to disappear ↵peter1138
from settings.
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.
2019-02-28Change: Decrease minimum permitted value for script_max_opcode_till_suspend ↵SamuXarick
setting (#7243)
2019-02-02Codechange: Convert saveload numbers to enum values.Peter Nelson
(This was mostly achieved with a few in-place regexes)
2019-02-02Codechange: Make saveload version upper bound exclusive, i.e. version object ↵Peter Nelson
was removed instead of version object last appeared.
2019-01-19Change: Invalidate ship path caches if pathfinder choice or forbid-90-degree ↵Peter Nelson
turns are changed.
2019-01-10Add #4115: default company colour setting (#6998)Gabda87
Works only in single player.
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)
2018-03-11(svn r27978) -Fix [FS#6673] (r18541): Store the map variety setting in the ↵frosch
samegame like the other mapgen settings, so restarting maps considers it. (Samu)
2017-03-24(svn r27825) -Feature [FS#4950]: Add option to close windows with right ↵peter1138
click (Flamefire)
2017-02-26(svn r27760) -Change: Enable realisitic train and road vehicle acceleration ↵frosch
by default.