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2021-07-10Cleanup: remove unused optional ctor parameter for NetworkGameListPatric Stout
2021-07-10Remove: unused UDP protocol partsPatric Stout
2021-07-10Remove: old server listing via Master ServerPatric 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!
2021-07-10Remove: old server announcement to Master ServerPatric Stout
As we now use the Game Coordinator for announcements, there is no longer a need to use the Master Server for this.
2021-07-10Add: use Game Coordinator to get latest public server listingPatric Stout
2021-07-10Add: use Game Coordinator to annouce public serversPatric Stout
2021-07-10Codechange: track version of network servers to prune once out-of-datePatric Stout
2021-07-10Codechange: use UpdateNetworkGameWindow() over manually marking window dirtyPatric Stout
2021-07-10Codechange: Don't explicitly unset _generating_world outside of genworld.cpp ↵Loïc Guilloux
(#9418)
2021-07-10Remove: logically dead code in graph UIRubidium
2021-07-10Remove: logically dead code from font cacheRubidium
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.
2021-07-10Fix 11ab3c4: [NewGRF] Overflow when determining cargo mask for string code 9A 1ERubidium
9A 1E: Print unsigned word as name of a cargo type (translated for GRF version >= 7).
2021-07-09Codechange: use the name string in SaveLoad for the name of the Setting as wellRubidium
2021-07-09Codechange: access the name of a setting via an accessor functionRubidium
2021-07-09Codechange: name a few unnamed settings as to not to have to check for that ↵Rubidium
being empty
2021-07-09Add #9188: netsave now keeps multiple version around, similar to autosave ↵Stephan
(#9395)
2021-07-09Cleanup: Remove now unused FOR_EACH_SET_BIT_EX macroglx22
2021-07-09Codechange: Remove FOR_EACH_SET_TRACKglx22
2021-07-09Codechange: Remove FOR_EACH_SET_CARGO_IDglx22
2021-07-09Codechange: Remove FOR_EACH_SET_BITglx22
2021-07-09Codechange: Remove FOR_ALL_SORTED_STANDARD_CARGOSPECSglx22
2021-07-09Codechange: Remove FOR_ALL_TILES_IN_HEIGHTglx22
2021-07-09Codechange: 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.
2021-07-09Update: Translations from eintstranslators
spanish (mexican): 44 changes by absay italian: 2 changes by CoderLel
2021-07-08Update: Translations from eintstranslators
spanish (mexican): 54 changes by absay
2021-07-08Fix: 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.
2021-07-08Fix 9e32c618: network revision was always empty (#9419)Patric Stout
Shadowing the variable you intend to write in tends to do that ;)
2021-07-07Update: Translations from eintstranslators
spanish (mexican): 6 changes by absay
2021-07-06Codechange: Use a common sub-class for NewGRFMapping chunksglx22
2021-07-06Cleanup: Remove now unneeded ChunkHandler membersglx22
2021-07-06Codechange: Use ChunkHandlers sub-classesglx22
2021-07-06Codechange: Use static array of references to ChunkHandlerglx22
2021-07-06Codechange: Preparation for ChunkHandler subclassingglx22
2021-07-06Codechange: split off the settings saveload code from the main settings ↵Rubidium
handling logic
2021-07-06Codechange: split off the settings table and all the callbacks from the main ↵rubidium42
settings handling logic
2021-07-06Codechange: ensure xxx_setting_tables are initialised after their contentglx22
2021-07-06Fix 39e90ec: Integers for scripts are 64bit, but saved as 32bit (#9415)Loïc Guilloux
2021-07-06Update: Translations from eintstranslators
portuguese (brazilian): 1 change by Vimerum
2021-07-05Update: Translations from eintstranslators
hindi: 26 changes by ritwikraghav14
2021-07-04Update: Translations from eintstranslators
catalan: 1 change by J0anJosep
2021-07-03Update: Translations from eintstranslators
norwegian (bokmal): 1 change by Anolitt japanese: 1 change by scabtert
2021-07-03Fix cdb3dd049: GOAL chunk was not using the header for loading (#9409)Loïc Guilloux
2021-07-03Cleanup: remove declaration of undefined functionrubidium42
2021-07-03Codechange: replace InjectDParam/ShiftParameters by setting the right ↵rubidium42
parameter values in the first place
2021-07-02Codechange: make savegame-version checks more obvious in SlCompanyLiveries::LoadPatric Stout
num_liveries indirectly contained the same information, but this makes reading these things pretty difficult. So use IsSavegameVersionBefore() like everywhere else instead.
2021-07-02Codechange: using "until" in function names can be confusingPatric 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.
2021-07-02Cleanup: remove SLE_NULL and friendsPatric 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.
2021-07-02Add: store headers for chunks with SL_STRUCTLISTPatric Stout
2021-07-02Add: store headers for most savegame chunksPatric Stout
When a header is added, the chunk changes from CH_ARRAY type to CH_TABLE type.
2021-07-02Feature: framework to make savegames self-descriptivePatric 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.