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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.
2021-04-11Feature: allow a toggle to enable/disable vsyncPatric Stout
Vsync should be off by default, as for most players it will be better to play without vsync. Exception exist, mainly people who play in fullscreen mode.
2021-04-10Fix d4c3d01d: add plural form 14 to strgen. (#8999)frosch
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
2021-03-11Fix: front/back sprites of action5 tram catenary were swapped.frosch
2021-03-08Add: Option to (dis-)allow accelerated video drivers. (#8819)Patric Stout
The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
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: old snow_line_height had a higher maximum value than could be storedPatric Stout
So any old game made with this setting was overflowing anyway; not really a lot we can do about that now.
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.
2021-02-24Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)Michael Lutz
2021-02-22Add: [OpenGL] Accelerated mouse cursor drawing.Michael Lutz
2021-02-22Add: [OpenGL] Support for 8bpp blitters.Michael Lutz
2021-02-22Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵Michael Lutz
colour values.
2021-02-22Codechange: [OpenGL] Use GLSL version 1.50 if available.Michael Lutz
2021-02-22Codechange: [OpenGL] Use generic vertex attributes in the shader program.Michael Lutz
2021-02-22Codechange: [OpenGL] Use shaders to display the video buffer on screen.Michael Lutz
2021-02-20Codechange: rename sound ids to make more sense. (#8701)frosch
2021-02-20Change: [Win32] Remove force_full_redraw and display_hz settingsPatric Stout
These were special settings only for the win32-drivers, and introduced in the very first version we track. Time kinda had caught up with those variables, so it is time to say farewell. force_full_redraw was most likely a debug functionality "in case our dirty-rect fails". This should no longer be needed. display_hz was cute, as it had a max of 120. That is kinda out-dated information, but I also doubt anyone was really using this.
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'.
2021-02-14Feature: Automatic UI and font zoom levels when supported by the OS.Michael Lutz
2021-02-14Codechange: Make the settings for min/max zoom early load settings.Michael Lutz
2021-02-14Add: [OSX] Setting to disable HiDPI graphics rendering.Michael Lutz
2021-02-13Codechange: Remove all remaining uses of cpp_offset.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.
2021-02-13Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' ↵SamuXarick
coordinate is negative
2021-01-14Feature: Choose a sensible window size on a fresh OTTD config file. (#8536)Michael Lutz
2021-01-11Add: [NewGRF] new GUI sprites for 'rename' and 'go to location'.frosch
2021-01-10Fix: add missing variables to NewGRF inspect window.frosch
2021-01-10Add: [NewGRF] vehicle variable 63 to test the tracktype of the current tile ↵frosch
against a given tracktype.
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
2020-12-27Codechange: Use automatic memory management for language pack reading.Michael Lutz