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2021-04-07Fix: Honor default soundfont for FluidSynthGhislain Antony Vaillant
Debian now provides a default soundfont for FluidSynth via its alternatives system. In short, FluidSynth is configured to look for `/usr/share/sounds/sf3/default-GM.sf3` as its default soundfont, and each soundfront package (FluidR3, OPL-3, MuseScore...) may provide or override this symlink. By default, FluidSynth is installed on Debian with the `TimGM6mb` soundfont by default due to its limited size. See https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=929185 for further details.
2021-04-07Fix: Use FluidSynth default soundfontGhislain Antony Vaillant
2021-04-07Codechange: Remove the now meaningless console_cp parameter from OTTD2FSNiels Martin Hansen
2021-04-07Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of ↵Niels Martin Hansen
static buffers
2021-04-06Fix: [Network] State conditions for sending client info/quit packets (#8959)Jonathan G Rennison
Use status >= STATUS_AUTHORIZED as the state criteria for all cases where updates about other clients are sent. This avoids the case where a client is informed that another client has joined but not informed when it later quits, resulting in stale entries in the client list window.
2021-04-06Fix: Allow full sample range for 16-bit audio.Peter Nelson
Clamping each sample value to half the available range could cause unnecessary premature clipping with lots of sounds playing. This change does not affect the actual volume level.
2021-04-06Change: Apply power-of-3 scaling to master effect volume to improve ↵Peter Nelson
perceived loudness change.
2021-04-06Fix #8922: Show vehicle window for single vehicle in shared order grouping ↵Bernard Teo
(#8926)
2021-04-06Update: Translations from eintstranslators
korean: 1 change by telk5093
2021-04-06Feature: Button to reset game settings to their default values (#8958)Didac Perez Parera
2021-04-05Change: Disable NewGRF window apply button if no change was made (#8934)Didac Perez Parera
2021-04-05Fix: Apply master effect volume during mixing instead of sound start. (#8945)PeterN
This makes the volume control work as most players would expect, affecting existing playing sounds as well as new sounds.
2021-04-05Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. ↵Michael Lutz
(#8944)
2021-04-04Update: Translations from eintstranslators
spanish (mexican): 1 change by absay vietnamese: 1 change by KhoiCanDev estonian: 1 change by siimsoni romanian: 3 changes by kneekoo catalan: 1 change by perezdidac portuguese: 1 change by azulcosta
2021-04-04Cleanup: Delete remaining Blob codeCharles Pigott
2021-04-04Codechange: Replace CBlobT usage with std::vectorCharles Pigott
2021-04-04Codechange: Replace CStrA with std::stringCharles Pigott
2021-04-04Codechange: Use COINIT_MULTITHREADED in CoInitializeEx (#8938)Milek7
2021-04-03Update: Translations from eintstranslators
swedish: 1 change by DonaldDuck313 norwegian (bokmal): 1 change by Anolitt english (us): 1 change by 2TallTyler chinese (simplified): 8 changes by RichardYan314 german: 1 change by danidoedel romanian: 115 changes by kneekoo finnish: 1 change by hpiirai spanish: 2 changes by MontyMontana polish: 3 changes by yazalo
2021-04-02Update: Translations from eintstranslators
korean: 1 change by telk5093 indonesian: 25 changes by dimaspaf14 romanian: 23 changes by kneekoo
2021-04-02Fix: adjust object and rail station selection window padding to be ↵Didac Perez Parera
consistent (#8929) consistent
2021-04-02Fix: Memory leak of airport tile layout in AirportChangeInfo (prop 0A) (#8928)Jonathan G Rennison
2021-04-02Feature: Press ctrl to build diagonal rivers in Scenario Editor (#8880)Tyler Trahan
2021-04-02Add: Hotkey to focus the build object class name filter editbox.stormcone
2021-04-02Add: Hotkey to focus the rail station class name filter editbox.stormcone
2021-04-02Fix: Freeing LanguagePack with wrong size.milek7
2021-04-01Fix #8919: Release builds with asserts enabled (#8925)Charles Pigott
2021-04-01Update: Translations from eintstranslators
catalan: 1 change by J0anJosep spanish: 3 changes by MontyMontana
2021-04-01Fix: building on Raspberry Pi failed because of const vs constexpr (#8924)Patric Stout
2021-04-01Codechange: Suppress warnings when asserts are disabled (#8917)Patric Stout
2021-04-01Update: Translations from eintstranslators
catalan: 2 changes by J0anJosep
2021-04-01Codechange: Suppress warnings when asserts are disabled (#8916)Charles Pigott
2021-03-31Update: Translations from eintstranslators
luxembourgish: 1 change by phreeze83 serbian: 59 changes by nkrs
2021-03-31Fix #8803: Only auto-remove signals when rail can be built (#8904)Charles Pigott
2021-03-30Update: Translations from eintstranslators
english (us): 23 changes by 2TallTyler luxembourgish: 63 changes by phreeze83 ukrainian: 72 changes by StepanIvasyn catalan: 5 changes by J0anJosep turkish: 5 changes by nullaf
2021-03-30Fix #8565: Stopped road vehicle displays a speed different than 0 (#8901)Mike
2021-03-29Update: Translations from eintstranslators
english (us): 7 changes by HAJDog247 czech: 18 changes by PatrikSamuelTauchim luxembourgish: 99 changes by phreeze83 serbian: 4 changes by nkrs catalan: 20 changes by J0anJosep french: 1 change by arikover portuguese: 30 changes by azulcosta
2021-03-28Update: Translations from eintstranslators
swedish: 30 changes by kustridaren spanish (mexican): 1 change by absay japanese: 13 changes by Azusa257 vietnamese: 1 change by KhoiCanDev estonian: 12 changes by siimsoni czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl chinese (simplified): 88 changes by clzls arabic (egypt): 16 changes by AviationGamerX luxembourgish: 4 changes by phreeze83 korean: 34 changes by telk5093 italian: 16 changes by AlphaJack german: 1 change by danidoedel, 1 change by Wuzzy2 slovak: 30 changes by FuryPapaya catalan: 35 changes by J0anJosep tamil: 16 changes by Aswn dutch: 32 changes by Afoklala portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
2021-03-28Fix #8886: Don't try to resolve folders within tars named '.'Charles Pigott
2021-03-27Update: Translations from eintstranslators
norwegian (bokmal): 28 changes by Anolitt spanish (mexican): 29 changes by absay galician: 1 change by JohnBoyFan vietnamese: 30 changes by KhoiCanDev estonian: 31 changes by siimsoni czech: 6 changes by tomas-vl arabic (egypt): 73 changes by AviationGamerX hungarian: 37 changes by pnpBrumi german: 24 changes by danidoedel, 4 changes by matthiasradde, 2 changes by SecretIdetity russian: 2 changes by SecretIdetity finnish: 40 changes by lanurmi catalan: 47 changes by J0anJosep lithuanian: 30 changes by devbotas spanish: 29 changes by JohnBoyFan french: 30 changes by MalaGaM portuguese (brazilian): 7 changes by jpsl00, 5 changes by Greavez polish: 31 changes by Milek7
2021-03-26Update: Translations from eintstranslators
2021-03-26Change: scale heightmaps we export to highest peak and inform the user of ↵Patric Stout
this value Before this commit, it scaled to map-height-limit. Recently this could also be set to "auto", meaning players don't really know or care about this value. This also means that if a player exported a heightmap and wanted to import it again, looking like the exact same map, he did not know what value for "highest peak" to use.
2021-03-26Fix: store the recent new game_creation settings in savegamesPatric Stout
This allows us to later on see what someone did, and makes sure that "restart" command still knows how the game was created.
2021-03-26Feature: allow setting a custom terrain type to define highest peakPatric Stout
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
2021-03-26Add: allow setting the highest mountain for heightmapsPatric Stout
It will add some slack to the map height limit if that was set to auto.
2021-03-26Feature: auto-detect map height limit based on generated mapPatric Stout
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
2021-03-26Change: rename setting "max_heightlevel" to "map_height_limit"Patric Stout
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
2021-03-26Change: remove "maximum map height" from the New Game GUIPatric Stout
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.
2021-03-26Feature: setting to indicate desert coverage for tropic climatePatric Stout
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.
2021-03-26Feature: setting to indicate snow coverage for arctic climate (replaces snow ↵Patric Stout
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.