Age | Commit message (Collapse) | Author |
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This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
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(#9376)
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Use Iterate if the order does not matter.
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Using the same range for setting means that no workaround for setting the extremes is necessary.
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Similar code is already repeated in other locations.
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(#9133)
This happens if the bounding dimensions are changed so that each item is the same size, as happens on the railtype/roadtype dropdown lists, as the vertical offset was calculated before this dimension is changed.
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You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
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The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.
It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.
Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
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The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
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Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
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It will add some slack to the map height limit if that was set
to auto.
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This setting influence the max heightlevel, and not as the name
suggests: the height of the generated map.
How ever you slice it, it is a very weird place to add this
setting, and it is better off being only in the settings menu.
Commits following this commit also make it more useful, so users
no longer have to care about it.
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This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.
In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
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line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.
Maps can never be 100% snow, as we do not have sprites for coastal
tiles.
Internally, this calculates the best snow line height to approach
this coverage as close as possible.
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There are various of ways bootstrap can fail:
- Failing network connection
- Incomplete download
- No write permissions
- Disk full
- (others I forgot)
They all result in a screen with no windows. To ensure we at least
always show something when anything bad happens, if the bootstrap
is not successful, show a screen what the next step for the human
should be.
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As OpenTTD grew, we found other ways to do this, and we are no
longer in need for a hack like this.
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The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.
Co-authored-by: Michael Lutz <michi@icosahedron.de>
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the same 'basic' visibilty as 'signal side'.
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window, and give it the same 'basic' visibility as 'in-game tree placement'.
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Although meant as a funny joke towards the player, our social
standards have changed since 2004, and such "jokes" are no
longer acceptable by the community as a whole.
The only value of the message is that people are informed the
information is stored in the savegame. This is mostly useful for
us, developers, as some of those cheats can have side-effects
which people report.
While at it, styled the GUI a bit better, as the way the text
was presented was odd.
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This is a much better location for this button, as you send
money from one company to another company, not from player
to player.
This is based on work done by JGRPP in:
https://github.com/JGRennison/OpenTTD-patches/commit/f82054339124cc6b89c5f4f9dac2d9da62f0108b
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311
We did modify it to fix several bugs and clean up the code while
here anyway.
The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
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This makes it look a bit better in climates with fewer tree types.
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adding two separate search buttons.
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This applies to all kinds of vehicle lists, as well as the "vehicle groups" window.
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CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
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