Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-07-10 | Cleanup: remove unused optional ctor parameter for NetworkGameList | Patric Stout | |
2021-07-10 | Remove: unused UDP protocol parts | Patric Stout | |
2021-07-10 | Remove: old server listing via Master Server | Patric Stout | |
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish! | |||
2021-07-10 | Remove: old server announcement to Master Server | Patric Stout | |
As we now use the Game Coordinator for announcements, there is no longer a need to use the Master Server for this. | |||
2021-07-10 | Add: use Game Coordinator to get latest public server listing | Patric Stout | |
2021-07-10 | Add: use Game Coordinator to annouce public servers | Patric Stout | |
2021-07-10 | Codechange: track version of network servers to prune once out-of-date | Patric Stout | |
2021-07-10 | Codechange: use UpdateNetworkGameWindow() over manually marking window dirty | Patric Stout | |
2021-07-10 | Codechange: Don't explicitly unset _generating_world outside of genworld.cpp ↵ | Loïc Guilloux | |
(#9418) | |||
2021-07-10 | Remove: logically dead code in graph UI | Rubidium | |
2021-07-10 | Remove: logically dead code from font cache | Rubidium | |
The outer if statement checks for 'aa' being false, so within the inner statements anything checking aa will have a known result and the other branch from there will be dead code. | |||
2021-07-10 | Fix 11ab3c4: [NewGRF] Overflow when determining cargo mask for string code 9A 1E | Rubidium | |
9A 1E: Print unsigned word as name of a cargo type (translated for GRF version >= 7). | |||
2021-07-09 | Codechange: use the name string in SaveLoad for the name of the Setting as well | Rubidium | |
2021-07-09 | Codechange: access the name of a setting via an accessor function | Rubidium | |
2021-07-09 | Codechange: name a few unnamed settings as to not to have to check for that ↵ | Rubidium | |
being empty | |||
2021-07-09 | Add #9188: netsave now keeps multiple version around, similar to autosave ↵ | Stephan | |
(#9395) | |||
2021-07-09 | Cleanup: Remove now unused FOR_EACH_SET_BIT_EX macro | glx22 | |
2021-07-09 | Codechange: Remove FOR_EACH_SET_TRACK | glx22 | |
2021-07-09 | Codechange: Remove FOR_EACH_SET_CARGO_ID | glx22 | |
2021-07-09 | Codechange: Remove FOR_EACH_SET_BIT | glx22 | |
2021-07-09 | Codechange: Remove FOR_ALL_SORTED_STANDARD_CARGOSPECS | glx22 | |
2021-07-09 | Codechange: Remove FOR_ALL_TILES_IN_HEIGHT | glx22 | |
2021-07-09 | Codechange: split settings.ini over several files (#9421) | Patric Stout | |
This reduced the load on compilers, as currently for example MacOS doesn't like the huge settings-tables. Additionally, nobody can find settings, as the list is massive and unordered. By splitting it, it becomes a little bit more sensible. | |||
2021-07-09 | Update: Translations from eints | translators | |
spanish (mexican): 44 changes by absay italian: 2 changes by CoderLel | |||
2021-07-08 | Update: Translations from eints | translators | |
spanish (mexican): 54 changes by absay | |||
2021-07-08 | Fix: reduce the amount of debug messages on -dsl=2 (#9420) | Patric Stout | |
LoadCheck makes it sound like something is really broken while loading savegames, while it really is perfectly normal, as most chunks do not implement LoadCheck. | |||
2021-07-08 | Fix 9e32c618: network revision was always empty (#9419) | Patric Stout | |
Shadowing the variable you intend to write in tends to do that ;) | |||
2021-07-07 | Update: Translations from eints | translators | |
spanish (mexican): 6 changes by absay | |||
2021-07-06 | Codechange: Use a common sub-class for NewGRFMapping chunks | glx22 | |
2021-07-06 | Cleanup: Remove now unneeded ChunkHandler members | glx22 | |
2021-07-06 | Codechange: Use ChunkHandlers sub-classes | glx22 | |
2021-07-06 | Codechange: Use static array of references to ChunkHandler | glx22 | |
2021-07-06 | Codechange: Preparation for ChunkHandler subclassing | glx22 | |
2021-07-06 | Codechange: split off the settings saveload code from the main settings ↵ | Rubidium | |
handling logic | |||
2021-07-06 | Codechange: split off the settings table and all the callbacks from the main ↵ | rubidium42 | |
settings handling logic | |||
2021-07-06 | Codechange: ensure xxx_setting_tables are initialised after their content | glx22 | |
2021-07-06 | Fix 39e90ec: Integers for scripts are 64bit, but saved as 32bit (#9415) | Loïc Guilloux | |
2021-07-06 | Update: Translations from eints | translators | |
portuguese (brazilian): 1 change by Vimerum | |||
2021-07-05 | Update: Translations from eints | translators | |
hindi: 26 changes by ritwikraghav14 | |||
2021-07-04 | Update: Translations from eints | translators | |
catalan: 1 change by J0anJosep | |||
2021-07-03 | Update: Translations from eints | translators | |
norwegian (bokmal): 1 change by Anolitt japanese: 1 change by scabtert | |||
2021-07-03 | Fix cdb3dd049: GOAL chunk was not using the header for loading (#9409) | Loïc Guilloux | |
2021-07-03 | Cleanup: remove declaration of undefined function | rubidium42 | |
2021-07-03 | Codechange: replace InjectDParam/ShiftParameters by setting the right ↵ | rubidium42 | |
parameter values in the first place | |||
2021-07-02 | Codechange: make savegame-version checks more obvious in SlCompanyLiveries::Load | Patric Stout | |
num_liveries indirectly contained the same information, but this makes reading these things pretty difficult. So use IsSavegameVersionBefore() like everywhere else instead. | |||
2021-07-02 | Codechange: using "until" in function names can be confusing | Patric Stout | |
IsSavegameVersionUntil() did a [0, N] check, not [0, N) as the name suggests. Until can be a confusing word, where people consider it to be including the upperbound. Dictionary states it means "before", excluding the upperbound. There are long debates about who is right. So, simply remove away from this ambiguity, and call it "before" and "before or at". This makes the world easier for everyone. | |||
2021-07-02 | Cleanup: remove SLE_NULL and friends | Patric Stout | |
We no longer need them. If you want to remove a field .. just remove it! Because of the headers in the savegame, on loading, it will do the right thing and skip the field. Do remember to bump the savegame version, as otherwise older clients can still load the game, but will reset the field you have removed .. that might be unintentially. | |||
2021-07-02 | Add: store headers for chunks with SL_STRUCTLIST | Patric Stout | |
2021-07-02 | Add: store headers for most savegame chunks | Patric Stout | |
When a header is added, the chunk changes from CH_ARRAY type to CH_TABLE type. | |||
2021-07-02 | Feature: framework to make savegames self-descriptive | Patric Stout | |
We won't be able to make it fully self-descriptive (looking at you MAP-chunks), but anything else can. With this framework, we can add headers for each chunk explaining how each chunk looks like in detail. They also will all be tables, making it a lot easier to read in external tooling, and opening the way to consider a database (like SQLite) to use as savegame format. Lastly, with the headers in the savegame, you can freely add fields without needing a savegame version bump; older versions of OpenTTD will simply ignore the new field. This also means we can remove all the SLE_CONDNULL, as they are irrelevant. The next few commits will start using this framework. |