Age | Commit message (Collapse) | Author |
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threaded drawing.
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moving with the allegro video driver
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animation into a separate thread.
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instead of declaring it in 6 other files
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draw thread instead of the single threaded bit of the game loop. This causes a speedup of up to 15% when animation is turned on with the 32bpp-anim blitter
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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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GUI-less video driver.
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fallback on OSX 10.7. Also add a few sprinkles of coding style accross cocoa display drivers
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OSX 10.6 in the quartz video driver
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on patch by leecbaker)
-Add: [OSX] Support for fullscreen mode when compiled against SDK 10.7. Otherwise fullscreen mode is disabled when OpenTTD is run on OSX Lion
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world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter
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variables to progress.cpp/h
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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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certain circumstances (based on patch by matheweis)
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the window class for screen drivers to a common class
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the view for windowed screen drivers to a common class
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routines in windowed screen drivers
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drivers to the generic class, deduplicating code
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different screen drivers a bit
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colour depths at once
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quickdraw
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load), and add support for (safe) loading with a LoadFilter
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milliseconds per game tick and use it
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full screen mode
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blitter when switching to full screen
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blitter during start-up
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patches lately... they either fail to compile or spew warnings
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to terminate a dedicated OpenTTD
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all other platforms (matheweis)
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