Age | Commit message (Collapse) | Author |
|
not depend on Freetype and into one that does.
This makes it easier to add other TrueType font rendering engines.
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
tile
|
|
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.
Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
|
|
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.
|
|
|
|
Added special characters to mostly Slovak towns, a few Spanish, and one Turkish.
|
|
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)
|
|
Adds an option in the "Game Options" next to "Interface Size" called "Font Size". Available options are normal, double, and quad.
|
|
(This was mostly achieved with a few in-place regexes)
|
|
was removed instead of version object last appeared.
|
|
|
|
* Change: Replace checkbox in livery selection window with Default option in drop down selection.
This reduces clutter in the UI and allows for primary/secondary colours to independently follow the default scheme if desired.
* Feature: Add vehicle group liveries.
|
|
Many of these town names were using the 'a with ~ above it' character,
which should actually by 'a with u above it'. There were other missing
accents as well which I've added.
|
|
I've replaced some of the duplicate real town names with new real town
names in the French and Slovak sets.
Also, some Slovak town names were missing accents, so I've fixed those.
|
|
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units.
|
|
turns are changed.
|
|
Huacho appears twice in the Spanish town names list. This change removes
the second one, and replaces it with a new one: Medellin.
|
|
|
|
Works only in single player.
|
|
macro _WIN32
|
|
|
|
|
|
Prevents Oil Rig docking tile from becoming unreachable by ships when spawning next to each other.
|
|
instead
|
|
|
|
add choice to not lock cursor position when scrolling. (#6756)
|
|
colours. (#6737)
This replaces the internal SCC_PREVIOUS_COLOUR swap.
|
|
|
|
samegame like the other mapgen settings, so restarting maps considers it. (Samu)
|
|
|
|
sure that they are really constant
|
|
click (Flamefire)
|
|
by default.
|
|
cargo type.
|
|
|