Age | Commit message (Collapse) | Author |
|
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.
|
|
This setting is no longer useful, as you can now always build roads,
canals, etc.
|
|
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.
|
|
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.
|
|
construction (#8274)
|
|
|
|
|
|
adding two separate search buttons.
|
|
|
|
|
|
|
|
closures (#8282)
|
|
|
|
|
|
Functionally reverts 683b65ee1
|
|
Settings windows
- Previously, it was 1 in World Gen window, but 5 in Settings window
|
|
Custom sea level default value was lower than the minimum
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
properly
|
|
|
|
from settings.
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
setting (#7243)
|
|
(This was mostly achieved with a few in-place regexes)
|
|
was removed instead of version object last appeared.
|
|
turns are changed.
|
|
Works only in single player.
|
|
|
|
add choice to not lock cursor position when scrolling. (#6756)
|
|
samegame like the other mapgen settings, so restarting maps considers it. (Samu)
|
|
click (Flamefire)
|
|
by default.
|
|
(chillcore)
|
|
max-vehicles settings. (adf88)
|
|
|
|
width instead of pixels.
|
|
|
|
interface.
|
|
a map
|
|
|