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2021-03-02Fix #8774: Black screenshots when using 40bpp-blitter. (#8791)Michael Lutz
This affected all screenshot types that render to an off-screen buffer and don't copy the actual screen contents.
2021-03-02Update: Translations from eintstranslators
english (us): 4 changes by 2TallTyler italian: 4 changes by troccoli serbian: 251 changes by nkrs german: 6 changes by ebla71, 2 changes by Wuzzy2 romanian: 3 changes by ALEX11BR russian: 11 changes by Ln-Wolf ukrainian: 2 changes by StepanIvasyn lithuanian: 15 changes by devbotas spanish: 2 changes by perezdidac
2021-03-01Fix #8775: [Win32] Don't create the main window when alt-tabbing back into ↵Michael Lutz
fullscreen.
2021-03-01Fix: [Win32] Original window size was lost when tabbing in and out of ↵Michael Lutz
fullscreen.
2021-03-01Codechange: validate that "max" value of settings fit in their storagePatric Stout
This is an easy mistake to make, so protect us against making such mistakes, by validating it doesn't happen.
2021-03-01Fix: old snow_line_height had a higher maximum value than could be storedPatric Stout
So any old game made with this setting was overflowing anyway; not really a lot we can do about that now.
2021-03-01Fix: three max-values for settings could exceed their storage sizePatric Stout
2021-03-01Fix c4df0f95: bootstrap was only showing a black screen (#8788)Patric Stout
The bootstrap has the _switch_mode to SM_MENU, and never leaves this mode. Neither is it considered a modal window (while in some sense it really is). So .. we need to add another "draw anyway" exception, to make sure bootstrap is being drawn.
2021-03-01Add: Malaysia Ringgit as CurrencyLimyx826
Cause why not *Update the formating
2021-03-01Change: Zero out the gameloop timers when the game is pausedCharles Pigott
2021-03-01Change: De-limit framerate window's framerateCharles Pigott
2021-03-01Fix: [OSX] Hide dock when entering fullscreenOwen Rudge
2021-03-01Update: Translations from eintstranslators
swedish: 4 changes by kustridaren norwegian (bokmal): 3 changes by buzzCraft spanish (mexican): 12 changes by absay korean: 4 changes by telk5093 greek: 85 changes by sntovas german: 4 changes by MagnumSociety catalan: 5 changes by J0anJosep tamil: 16 changes by Ramesh78dev dutch: 4 changes by rcpaul polish: 5 changes by pAter-exe
2021-03-01Fix: terraform limit acted random when maxing out per_64k_frames settingPatric Stout
uint32 + uint32 can overflow, so cast it to uint64 first.
2021-03-01Fix 9b800a96: (a << 16) is unsigned, so don't remove the castPatric Stout
2021-02-28Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the ↵Patric Stout
storage size (#8769)
2021-02-28Update: Translations from eintstranslators
czech: 1 change by LubosKolouch
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-02-28Fix #6266: Ugly lists in network lobby windows on double/quad interface ↵dP
sizes with custom fonts
2021-02-28Fix: [Network] don't desync if client leaves before you finish downloading mapPatric 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.
2021-02-28Fix: [Network] don't show "server doesn't respond" while in queuePatric Stout
Send all clients in the queue every game-day a packet that they are still in the queue.
2021-02-28Fix: [Network] send map to next client if current client disconnectsPatric Stout
Also terminate creating of the savegame, as the client is gone, there really is no need for that anymore.
2021-02-28Fix: [Network] also count the person downloading the map in the queuePatric 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.
2021-02-28Fix: Vehicle list windows did not update when this year's profit changedCharles Pigott
Remove caching from vehicle group object. and recalculate it whenever required instead.
2021-02-28Fix #8763: [OpenGL] Cursor sprite origin can be negative.Michael Lutz
2021-02-27Change: Improve console warnings on invalid network commands (#8753)Pavel Stupnikov
2021-02-27Update: Translations from eintstranslators
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
2021-02-27Fix: [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.
2021-02-27Fix: [SDL2] set GL attributes to get the best GL context possible (#8759)Patric Stout
2021-02-27Fix: OpenGL cursor did not consider sprite offsets of cursor sprites.frosch
2021-02-27Fix: yet another place where the vehicle-cursor did not account for the ↵frosch
interface zoom level.
2021-02-27Fix #8750: [OpenGL] Line drawing did not set proper RGB/mask colours.Michael Lutz
2021-02-27Codechange: remove _realtime_tick variablePatric Stout
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