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2021-02-27Codechange: replace _realtime_tick with std::chrono for mouse eventsPatric Stout
2021-02-27Codechange: [Network] replace _realtime_tick with std::chronoPatric Stout
2021-02-27Fix 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.
2021-02-26Update: Translations from eintstranslators
swedish: 1 change by kustridaren english (us): 15 changes by 2TallTyler catalan: 1 change by J0anJosep dutch: 1 change by Afoklala
2021-02-26Change: Never auto-select an 8bpp blitter unless explicitly allowed by the ↵Michael Lutz
'support8bpp' setting.
2021-02-26Fix 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.
2021-02-25Fix #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.
2021-02-25Update: Translations from eintstranslators
swedish: 19 changes by kustridaren german: 1 change by Wuzzy2 slovak: 3 changes by FuryPapaya
2021-02-25Codechange: [OpenGL] Load all OpenGL functions dynamically.Michael Lutz
2021-02-25Codechange: [OpenGL] Simplify loading OpenGL extension functions.Michael Lutz
2021-02-24Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)Michael Lutz
2021-02-24Codechange: [OSX] GameLoop is really more like MainLoopPatric 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.
2021-02-24Codechange: [Video] move InteractiveRandom() to the VideoDriverPatric Stout
2021-02-24Codechange: [Video] make the prototype of PollEvent() the same for all driversPatric Stout
Additionally, call it from the draw-tick.
2021-02-24Change: Improve graph period markings (#8732)Tyler Trahan
2021-02-24Fix: vehicle-cursor size-limit did not account for the interface zoom level.frosch
2021-02-23Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled.Michael Lutz
2021-02-23Update: Translations from eintstranslators
estonian: 7 changes by siimsoni polish: 2 changes by yazalo
2021-02-23Change: [Win32] Use more modern way of getting free disk spaceNiels Martin Hansen
2021-02-23Codechange: Switch to explicit wide stringsNiels Martin Hansen
2021-02-23Remove: [Win32] Last pretenses of being able to build for Windows 95Niels Martin Hansen
2021-02-22Fix 8706c36f: Change RELEASE code, too.Michael Lutz
2021-02-22Add: [OSX] OpenGL video driver.Michael Lutz
2021-02-22Codechange: [OpenGL] Separate context state setup from general init.Michael Lutz
2021-02-22Codechange: [OSX] Add support for (un)locking the video buffer.Michael Lutz
2021-02-22Codechange: [OSX] Separate video driver into a base and a Quartz implementation.Michael Lutz
2021-02-22Codechange: [SDL2] Split driver in base-part and default backendMichael Lutz
2021-02-22Feature: [SDL2] OpenGL supportPatric Stout
2021-02-22Codechange: [SDL] Move dirty_rect to class scope.Michael Lutz
2021-02-22Codechange: [SDL2] Allow several places to hook into the SDL driverPatric Stout
This allows future subdrivers to use these to manage their own flow.
2021-02-22Codechange: [SDL2] Move functions and variables to class-scopePatric Stout
This allows future subdrivers to override them.
2021-02-22Codechange: [SDL2] Move SDLSurface code to its own functionPatric Stout
This increases readability, and allow future subdrivers to not use SDLSurface to draw.
2021-02-22Codechange: [SDL2] Split Start() in a few more functionsPatric Stout
This makes it a bit easier to follow what is going on, and allow future subdrivers to hook into a few of these functions. Reworked the code slighly while at it, to return early where possible.
2021-02-22Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible.Michael Lutz
2021-02-22Add: A 32 bpp blitter that uses the animation buffer from the video backend ↵Michael Lutz
to speed up palette animation.
2021-02-22Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.Michael Lutz
2021-02-22Add: [OpenGL] Support for a separate animation buffer that stores the ↵Michael Lutz
palette values of the screen in addition to the colour buffer.
2021-02-22Codechange: Allow blitter factories to decide at runtime if the blitter is ↵Michael Lutz
usable.
2021-02-22Change: [Win32] Prioritize the OpenGL video driver over the GDI one.Michael Lutz
2021-02-22Add: [OpenGL] Accelerated mouse cursor drawing.Michael Lutz
2021-02-22Fix: Don't trash video buffer alpha in SSE3/4 blitters.Michael Lutz
2021-02-22Codechange: [OpenGL] Initialize backing store to opaque alpha to allow ↵Michael Lutz
blending effects.
2021-02-22Add: A simple, templated cache map that uses a least recently used eviction ↵Michael Lutz
strategy.
2021-02-22Codechange: Allow video drivers to handle the cursor themselves.Michael Lutz
2021-02-22Codechange: Make the simple Malloc sprite allocator globally usable.Michael Lutz
2021-02-22Codechange: Give sprite encoders a hint which colour components of a sprite ↵Michael Lutz
are filled with useful information.
2021-02-22Add: Allow sprite encoders (blitters) to specify an alignment for sprite ↵Michael Lutz
width and height.
2021-02-22Codechange: Allow for using a sprite encoder that is not the currently ↵Michael Lutz
active blitter when loading a sprite.
2021-02-22Codechange: [Win32] Use an OpenGL core context instead of a compatibility one.Michael Lutz
2021-02-22Add: [OpenGL] Support for 8bpp blitters.Michael Lutz