Age | Commit message (Collapse) | Author | |
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2021-03-08 | Add: 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> | |||
2021-03-01 | Codechange: validate that "max" value of settings fit in their storage | Patric Stout | |
This is an easy mistake to make, so protect us against making such mistakes, by validating it doesn't happen. | |||
2021-03-01 | Fix: old snow_line_height had a higher maximum value than could be stored | Patric Stout | |
So any old game made with this setting was overflowing anyway; not really a lot we can do about that now. | |||
2021-03-01 | Fix: three max-values for settings could exceed their storage size | Patric Stout | |
2021-02-28 | Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the ↵ | Patric Stout | |
storage size (#8769) | |||
2021-02-28 | Add: settings to limit your fast-forward game speed | Patric Stout | |
By default this setting is set to 2500% normal game speed. | |||
2021-02-24 | Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Accelerated mouse cursor drawing. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for 8bpp blitters. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵ | Michael Lutz | |
colour values. | |||
2021-02-22 | Codechange: [OpenGL] Use GLSL version 1.50 if available. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use generic vertex attributes in the shader program. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use shaders to display the video buffer on screen. | Michael Lutz | |
2021-02-20 | Codechange: rename sound ids to make more sense. (#8701) | frosch | |
2021-02-20 | Change: [Win32] Remove force_full_redraw and display_hz settings | Patric 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. | |||
2021-02-19 | Feature: configurable refresh-rate and change default to 60fps | Patric 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. | |||
2021-02-18 | Fix cc39fa9: New orders are non-stop by default (#8689) | Tyler Trahan | |
2021-02-17 | Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings. | Michael Lutz | |
2021-02-17 | Codechange: Allow early-load settings that are not misc settings. | Michael Lutz | |
2021-02-14 | Change: move the 'road drive side' selection to settings tree, and give it ↵ | frosch | |
the same 'basic' visibilty as 'signal side'. | |||
2021-02-14 | Change: move the 'tree placer algorithm' selection to the settings tree ↵ | frosch | |
window, and give it the same 'basic' visibility as 'in-game tree placement'. | |||
2021-02-14 | Feature: Automatic UI and font zoom levels when supported by the OS. | Michael Lutz | |
2021-02-14 | Codechange: Make the settings for min/max zoom early load settings. | Michael Lutz | |
2021-02-14 | Add: [OSX] Setting to disable HiDPI graphics rendering. | Michael Lutz | |
2021-02-13 | Codechange: Remove all remaining uses of cpp_offset. | Michael Lutz | |
2021-02-13 | Codechange: 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. | |||
2021-02-13 | Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' ↵ | SamuXarick | |
coordinate is negative | |||
2021-01-14 | Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) | Michael Lutz | |
2021-01-11 | Add: [NewGRF] new GUI sprites for 'rename' and 'go to location'. | frosch | |
2021-01-10 | Fix: add missing variables to NewGRF inspect window. | frosch | |
2021-01-10 | Add: [NewGRF] vehicle variable 63 to test the tracktype of the current tile ↵ | frosch | |
against a given tracktype. | |||
2021-01-08 | Change: Remove disable_unsuitable_building setting | Charles Pigott | |
This setting is no longer useful, as you can now always build roads, canals, etc. | |||
2021-01-08 | Fix 2fd871e2af5: load correct ending-year for old (pre 0.7) savegames | Patric 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. | |||
2021-01-08 | Fix #8050: ending-year of 5000000 allows you to get to year 5000001 and beyond | Patric 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. | |||
2021-01-07 | Feature: option to auto remove signals when in the way during rail ↵ | Kuhnovic | |
construction (#8274) | |||
2021-01-02 | Change: Default settings improved for new players | 2TallTyler | |
2020-12-27 | Codechange: Use automatic memory management for language pack reading. | Michael Lutz | |
2020-12-27 | Codechange: Replace assert_compile macro with static_assert | Charles Pigott | |
2020-12-27 | Change: Disable changing the inflation setting in network games. | Michael Lutz | |
2020-12-25 | Change: Remove the LAN/Internet combobox from the server list in favour of ↵ | frosch | |
adding two separate search buttons. | |||
2020-12-25 | Feature: Add an option to disable tree growth completely (#8415) | Pavel Stupnikov | |
2020-12-21 | Cleanup: Rework the CargoSpec macro for improved readability. | Xaroth Brook | |
2020-12-16 | Change: extend the allowed range for max loan setting (#8386) | Pavel Stupnikov | |
2020-12-15 | Change: set the default setting for autorenew to on for new games (#8352) | Tyler Trahan | |
2020-12-15 | Feature: new velocity unit "tiles/day" (#8278) | jostephd | |
2020-12-14 | Add: new economy "frozen" that stops production changes and industry ↵ | Pavel Stupnikov | |
closures (#8282) | |||
2020-12-14 | Codechange: use \u to indicate unicode chars in strings (#8379) | Patric Stout | |
With \x, we sometimes had to do the "" trick, as the length is not predefined. With C++11 bringing \u to the specs, which has a preset length, we no longer need the "" trick. We set the strings to u8, to ensure all compilers use UTF-8 encoding for the \u characters. This was triggered by newer CLangs, which start to warn if you use "" in the middle of a string, wondering if that was your intention. It is a good question. And this is our answer :) | |||
2020-12-04 | Fix: [CMake] cross-compiling requires native tools | glx22 | |
2020-06-27 | Feature: Increase max possible distance from border for oil refineries and rigs | dP | |
2020-06-05 | Add: introduce CMake for project management | Patric Stout | |
CMake works on all our supported platforms, like MSVC, Mingw, GCC, Clang, and many more. It allows for a single way of doing things, so no longer we need shell scripts and vbs scripts to work on all our supported platforms. Additionally, CMake allows to generate project files for like MSVC, KDevelop, etc. This heavily reduces the lines of code we need to support multiple platforms from a project perspective. Addtiionally, this heavily improves our detection of libraries, etc. |