Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-03-01 | Fix: terraform limit acted random when maxing out per_64k_frames setting | Patric Stout | |
uint32 + uint32 can overflow, so cast it to uint64 first. | |||
2021-03-01 | Fix 9b800a96: (a << 16) is unsigned, so don't remove the cast | Patric Stout | |
2021-02-28 | Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the ↵ | Patric Stout | |
storage size (#8769) | |||
2021-02-28 | Update: Translations from eints | translators | |
czech: 1 change by LubosKolouch | |||
2021-02-28 | Add: settings to limit your fast-forward game speed | Patric Stout | |
By default this setting is set to 2500% normal game speed. | |||
2021-02-28 | Fix #6266: Ugly lists in network lobby windows on double/quad interface ↵ | dP | |
sizes with custom fonts | |||
2021-02-28 | Fix: [Network] don't desync if client leaves before you finish downloading map | Patric Stout | |
When you are downloading a map, all the commands are queued up for you. Clients joining/leaving is done by the network protocol, and as such are processed immediately. This means that by the time you are processing the commands, a client that triggered it, might already have left. So, all commands that do something with ClientID, shouldn't error on an invalid ClientID when DC_EXEC is set, but gracefully handle the command anyway, to make sure the game-state is kept in sync with all the clients that did execute the DoCommand while the now-gone client was still there. Additionally, in the small chance a client disconnects between the server validating a DoCommand and the command being executed, also just process the command as if the client was still there. Otherwise, lag or latency can cause clients that did not receive the disconnect yet to desync. | |||
2021-02-28 | Fix: [Network] don't show "server doesn't respond" while in queue | Patric Stout | |
Send all clients in the queue every game-day a packet that they are still in the queue. | |||
2021-02-28 | Fix: [Network] send map to next client if current client disconnects | Patric Stout | |
Also terminate creating of the savegame, as the client is gone, there really is no need for that anymore. | |||
2021-02-28 | Fix: [Network] also count the person downloading the map in the queue | Patric Stout | |
Strictly seen, there are "N" people -waiting- in front of you in the queue, but it is nicer to show "N + 1" for the person that is currently downloading the map. Avoids it showing: "0 clients in front of you". That just feels a bit off. | |||
2021-02-28 | Fix: Vehicle list windows did not update when this year's profit changed | Charles Pigott | |
Remove caching from vehicle group object. and recalculate it whenever required instead. | |||
2021-02-28 | Fix #8763: [OpenGL] Cursor sprite origin can be negative. | Michael Lutz | |
2021-02-27 | Change: Improve console warnings on invalid network commands (#8753) | Pavel Stupnikov | |
2021-02-27 | Update: Translations from eints | translators | |
swedish: 60 changes by kustridaren norwegian (bokmal): 12 changes by buzzCraft czech: 82 changes by PatrikSamuelTauchim, 1 change by tomas-vl italian: 86 changes by AlphaJack, 9 changes by federico1564S german: 16 changes by ebla71 romanian: 10 changes by ALEX11BR ukrainian: 3 changes by StepanIvasyn spanish: 1 change by MontyMontana | |||
2021-02-27 | Fix: [OpenGL] Don't use OpenGL on MESA software renderers. | Michael Lutz | |
Performance in this case is worse than not using OpenGL, so just let OTTD fall back to a different video driver. | |||
2021-02-27 | Fix: [SDL2] set GL attributes to get the best GL context possible (#8759) | Patric Stout | |
2021-02-27 | Fix: OpenGL cursor did not consider sprite offsets of cursor sprites. | frosch | |
2021-02-27 | Fix: yet another place where the vehicle-cursor did not account for the ↵ | frosch | |
interface zoom level. | |||
2021-02-27 | Fix #8750: [OpenGL] Line drawing did not set proper RGB/mask colours. | Michael Lutz | |
2021-02-27 | Codechange: remove _realtime_tick variable | Patric Stout | |
2021-02-27 | Codechange: replace _realtime_tick with std::chrono for mouse events | Patric Stout | |
2021-02-27 | Codechange: [Network] replace _realtime_tick with std::chrono | Patric Stout | |
2021-02-27 | Fix bddfcaef: don't tell twice that a client left because of a timeout etc ↵ | Patric Stout | |
(#8746) SendError() notifies all clients of the disconnect. This calls CloseConnection() at the end, which also notified the clients of the disconnect. Really no need to do it twice. The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by SendError(), so in case that is the status, don't let ClientConnection() send another notification. | |||
2021-02-26 | Update: Translations from eints | translators | |
swedish: 1 change by kustridaren english (us): 15 changes by 2TallTyler catalan: 1 change by J0anJosep dutch: 1 change by Afoklala | |||
2021-02-26 | Change: Never auto-select an 8bpp blitter unless explicitly allowed by the ↵ | Michael Lutz | |
'support8bpp' setting. | |||
2021-02-26 | Fix 02e770ff: allow estimating CloneVehicle if short on money (#8748) | Patric Stout | |
CheckCompanyHasMoney() was also executed when not using DC_EXEC, resulting in an error about shortage of money instead of the estimation. This mostly is a problem for AI players, as they will have no way to know how much it would have cost. | |||
2021-02-25 | Fix #8123: trams on half-tiles couldn't find depots (#8738) | Patric Stout | |
Basically, follow_track.hpp contains a fix for half-tiles, but this wasn't duplicated for when trying to find a depot and in a few other places. This makes sure all places act the same. | |||
2021-02-25 | Update: Translations from eints | translators | |
swedish: 19 changes by kustridaren german: 1 change by Wuzzy2 slovak: 3 changes by FuryPapaya | |||
2021-02-25 | Codechange: [OpenGL] Load all OpenGL functions dynamically. | Michael Lutz | |
2021-02-25 | Codechange: [OpenGL] Simplify loading OpenGL extension functions. | Michael Lutz | |
2021-02-24 | Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) | Michael Lutz | |
2021-02-24 | Codechange: [OSX] GameLoop is really more like MainLoop | Patric Stout | |
MainLoop() is used to bootstrap OSX, where later a callback is done to GameLoop() to execute OpenTTD. All other video drivers don't need that, so what is in GameLoop is in MainLoop for all other drivers. This is rather confusing. So, instead, name GameLoop MainLoopReal to be more in sync with the other drivers. | |||
2021-02-24 | Codechange: [Video] move InteractiveRandom() to the VideoDriver | Patric Stout | |
2021-02-24 | Codechange: [Video] make the prototype of PollEvent() the same for all drivers | Patric Stout | |
Additionally, call it from the draw-tick. | |||
2021-02-24 | Change: Improve graph period markings (#8732) | Tyler Trahan | |
2021-02-24 | Fix: vehicle-cursor size-limit did not account for the interface zoom level. | frosch | |
2021-02-23 | Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled. | Michael Lutz | |
2021-02-23 | Update: Translations from eints | translators | |
estonian: 7 changes by siimsoni polish: 2 changes by yazalo | |||
2021-02-23 | Change: [Win32] Use more modern way of getting free disk space | Niels Martin Hansen | |
2021-02-23 | Codechange: Switch to explicit wide strings | Niels Martin Hansen | |
2021-02-23 | Remove: [Win32] Last pretenses of being able to build for Windows 95 | Niels Martin Hansen | |
2021-02-22 | Fix 8706c36f: Change RELEASE code, too. | Michael Lutz | |
2021-02-22 | Add: [OSX] OpenGL video driver. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Separate context state setup from general init. | Michael Lutz | |
2021-02-22 | Codechange: [OSX] Add support for (un)locking the video buffer. | Michael Lutz | |
2021-02-22 | Codechange: [OSX] Separate video driver into a base and a Quartz implementation. | Michael Lutz | |
2021-02-22 | Codechange: [SDL2] Split driver in base-part and default backend | Michael Lutz | |
2021-02-22 | Feature: [SDL2] OpenGL support | Patric Stout | |
2021-02-22 | Codechange: [SDL] Move dirty_rect to class scope. | Michael Lutz | |
2021-02-22 | Codechange: [SDL2] Allow several places to hook into the SDL driver | Patric Stout | |
This allows future subdrivers to use these to manage their own flow. |