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path: root/src/table/settings.ini
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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.
2021-04-09Change: Default music and sound effects volume to be lowerNiels Martin Hansen
2021-03-26Fix: store the recent new game_creation settings in savegamesPatric Stout
This allows us to later on see what someone did, and makes sure that "restart" command still knows how the game was created.
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.
2021-03-26Feature: auto-detect map height limit based on generated mapPatric Stout
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
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.
2021-03-01Fix: three max-values for settings could exceed their storage sizePatric Stout
2021-02-28Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the ↵Patric Stout
storage size (#8769)
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