Age | Commit message (Collapse) | Author |
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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This was caused by a missing \0-character on reaching the buffer limit.
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properly with the Windows 10 Fall Creators Update.
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switching blitters. (JGR)
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scrolled/jumped way to far, when OpenTTD lagged during mouse event processing.
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unsigned variables when using gcc
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modes.
-Remove: [win32] fullscreen_bpp setting, which is replaced by above setting.
-Change: Disable usage of 8bpp blitters and video modes by default. Many modern OS and hardware cause issues with those.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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thread has finished initialising, preventing potential deadlocks.
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(frosch123)
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ready and set _screen.dst_ptr immediately when the buffer changes (frosch123)
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called via WndProcGdi which already has the mutex. The issue which r25550 tried to fix still exists as FS#5867.
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sse blitters (MJP)
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With 32bpp base set about 30% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 5 and 1% of total run time
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non-enumeral type
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position.
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caret position.
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the input focus changes.
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directly without a trip through the window messaging system.
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non-Unicode build.
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strings into UTF-8 for non-Unicode builds. And don't crap out on DBCS code pages either.
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correctly.
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keyboard handler.
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edit box has the input focus.
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threads could crash OpenTTD
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Eagle_rainbow)
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unsupported fullscreen display mode (like 8 bpp modes in Windows 8).
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resolution you were, not to the fullscreen resolution (Windows only)
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(fullscreen, 8bpp/32bpp), and a window already exists, it was forced out of maximize mode, and its resolution/position was reset, often causing unwanted side-effects. As a "bonus", a WC_SIZE was triggered, and if the system was going from 8bpp to 32pp, this caused a forced window update in a limbo-state of the blitter (not fully 32bpp just yet, but for sure no longer 8bpp); this could cause random memory access which could lead to ACCESS_VIOLATIONS
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threaded drawing.
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animation into a separate thread.
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blitter so changes of the palette data during the game don't influence drawing (with SDL)
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dirty variables into a single structure
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cursor more prominently during the initialisation of OpenTTD
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go to full screen at the resolution of the configuration file when starting OpenTTD
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