Age | Commit message (Collapse) | Author |
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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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use desktop resolution
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it doesn't recompile everything that needs to be recompiled...
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milliseconds per game tick and use it
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missed :)
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the cursor ha left the window
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was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash.
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movement isn't needed anymore because after each even that movement is handled and the counter is reset. As such simply assigning instead of adding works.
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right-click-dragging
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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sources too
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defining unlink. Also remove redundant tchar.h includes as it is already in stdafx.h.
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printf and && where || is meant. Found by MSVC's code analysis (Darkvater)
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0-9 keys so people don't get confused that the keypad doesn't work as expected.
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multimonitor systems if the first monitor is right of the second one.
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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Dimension instead of uint16[2] for resolutions
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related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
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declarations.
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something more than whitespace as description of files that don't have a description.
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operators.
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when Ctrl is pressed
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