Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-07 | Fix 81d335b081: Use non-pulsating red highlight for coverage (#8622) | Loïc Guilloux | |
2021-02-05 | Codechange: Apply coding style (#8640) | SamuXarick | |
* Fix: Missing or needed spaces * Codechange: Remove space * Codechange: Remove space * Codechange: More missing spaces * Codechange: Missing spaces * Codechange: Remove space * Codechange: Remove space | |||
2021-01-17 | Fix eeb88e8: Trains reversed while paused do not correctly update sprite ↵ | Matt Kimber | |
bounds (#8540) | |||
2021-01-08 | Codechange: Remove min/max functions in favour of STL variants (#8502) | Charles Pigott | |
2020-12-27 | Feature: Plant clumps of trees in editor by dragging on the landscape | Niels Martin Hansen | |
2020-12-20 | Feature #7962: Improve rendering of large viewports | dP | |
2020-12-20 | Feature #7962: Significantly improve sprite sorter performance | dP | |
2020-12-15 | Codechange: Make use of the improved C++17 emplace_back function. | Michael Lutz | |
2020-07-27 | Codechange: Spell 'Viewport' consistently | TechGeekNZ | |
Some places in the codebase misspell 'Viewport' as 'ViewPort' or 'view_port'. This patch makes everything consistent. | |||
2020-06-09 | Cleanup: Give `SetDirtyBlocks` a more descriptive name. | TechGeekNZ | |
2020-02-02 | Fix #6566: Fix signed integer overflow in viewport draw area chunking | Jonathan G Rennison | |
This caused drawing areas larger than 2097151 pixels at 8x zoom to not be subdivided into smaller chunks as required. This resulted in pathological performance issues in the sprite sorter. | |||
2019-12-21 | Codechange: Replace FOR_ALL_TOWNS with range-based for loops | glx | |
2019-12-21 | Codechange: Replace FOR_ALL_SIGNS with range-based for loops | glx | |
2019-12-21 | Codechange: Replace station related FOR_ALL with range-based for loops | glx | |
2019-12-01 | Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates (#7849) | Niels Martin Hansen | |
Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined. By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time. | |||
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-08-17 | Add #6887: Option to show zone inside local authority boundary of towns | Gabda | |
Can be found at town information > local authority window Layout for button is same as Graph Keys Turn on/off for every town individually | |||
2019-05-13 | Fix e8d397e4ee: Avoid using RemapCoords2 during savegame conversion. (#7588) | PeterN | |
2019-05-11 | Fix #7371: Avoid dependency on foundations of town tile during saveload | Niels Martin Hansen | |
2019-04-29 | Codechange: Set ZoomLevel's base type to byte instead of using ZoomLevelByte | Charles Pigott | |
2019-04-25 | Feature: Add station coverage area display for towns. | peter1138 | |
2019-04-25 | Feature: Add existing station coverage area display when placing new station ↵ | peter1138 | |
parts. | |||
2019-04-25 | Feature: Add coverage area display for existing stations. | peter1138 | |
2019-04-20 | Fix e8d397e: Invisible station/waypoint signs could still be clicked on. (#7531) | PeterN | |
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-03-28 | Fix: MSVC warnings (#7423) | glx22 | |
2019-03-26 | Codechange: Removed SmallVector completely | Henry Wilson | |
2019-03-26 | Codechange: Replaced SmallVector::[Begin|End]() with std alternatives | Henry Wilson | |
2019-03-26 | Codechange: Replaced SmallVector::Append() with ↵ | Henry Wilson | |
std::vector::[push|emplace]_back() | |||
2019-03-26 | Codechange: Replaced SmallVector::Get() const with std alternatives | Henry Wilson | |
2019-03-26 | Codechange: Replace SmallVector::Length() with std::vector::size() | Henry Wilson | |
2019-03-26 | Codechange: Replace SmallVector::Clear() with std::vector::clear() | Henry Wilson | |
2019-03-21 | Fix 4da83d2f66: Remove measurement tooltips when completed. | peter1138 | |
2019-03-20 | Fix #7386: Measurement tooltip for tunnels, aqueducts & docks did not ↵ | peter1138 | |
display or flickered. Measurement tooltip was auto-closed as the hover/right-click test for tooltips was not satisfied in this case. This is fixed by keeping the tooltip visible and instead explicitly closing the tooltip when the PlaceObject is cancelled/completed. | |||
2019-03-20 | Remove: ENABLE_NETWORK switch | Patric Stout | |
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. | |||
2019-03-09 | Codechange: Make a merged k-d tree index of all viewport signs | Niels Martin Hansen | |
2019-02-23 | Fix #7004: Mark linkgraph dirty to be rebuilt on next draw call. (#7265) | PeterN | |
Previously the linkgraph was rebuilt before the viewport extents were finalized. | |||
2019-02-03 | Revert 479f13fc41, Fix #7133, Fix #7136: "Codechange: Tweak ↵ | Peter Nelson | |
ViewportAddLandscape so it no more relies on "go down as fast as possible" tile height model (Patch by adf88, #6583)" This reverts commit 479f13fc4133f2970aff82d2d0fb9b3c0cb919da. | |||
2019-01-24 | Codechange: Tweak ViewportAddLandscape so it no more relies on "go down as ↵ | Johannes E. Krause | |
fast as possible" tile height model (Patch by adf88, #6583) | |||
2019-01-24 | Codechange: Simplify marking tiles dirty when terraforming (Patch by adf88, ↵ | Johannes E. Krause | |
#6583) | |||
2019-01-24 | Fix: jumping effect when scrolling viewport over bottom edge of the map ↵ | Johannes E. Krause | |
(Patch by adf88, #6583) | |||
2019-01-24 | Codechange: Add InverseRemapCoords2 function for remapping viewport ↵ | Johannes E. Krause | |
coordinates to underlying tile coordinates (Patch by adf88, #6583) | |||
2019-01-20 | Fix: Round up deltas for smooth scrolling, so target will be reached | btzy | |
2019-01-17 | Fix: Some code and comment typos | nikolas | |
Found with codespell | |||
2018-11-18 | Revert: Sprite sorting optimisation sorted incorrectly. | frosch | |
This reverts commit 25ab9c1997f770f4a8a66bb3ad4b82ba87e3a977. | |||
2018-10-31 | Remove: A few bits of dead code | Charles Pigott | |
2018-10-26 | Codechange: Improve (un)zoom performance | Jindrich Makovicka | |
When zooming out with a high res display, there can be about 150k sprites to be sorted before displaying. With the O(n^2) complexity of the sprite sorter, this can take several seconds. This patch works around this by sorting the sprites by the xmin coordinate first using QSort, which later allows an early bailout out of the inner loop. This is enough to cut down the full unzoom time on a 4k display to a fraction of second. | |||
2018-07-19 | Feature: Framerate display window (#6822) | Niels Martin Hansen | |
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. | |||
2018-04-30 | Fix b4b98e5165: Use FALLTHROUGH attribute with correct indentation. | J0an Josep | |
2018-04-24 | Feature: GS methods to scroll viewport for players (#6745) | Pavel Stupnikov | |