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2020-12-27Fix 65f65ad2: Missing path separator that fell over a cliff.Michael Lutz
2020-12-27Fix #6452: Reset only editable and visible settings from GUI (#7890)SamuXarick
Also enables the Reset button while in-game for AI configs.
2020-12-27Codechange: Use std::string in file scanners.Michael Lutz
2020-12-27Codechange: Keep filenames of loaded Fio files in std::strings.Michael Lutz
2020-12-27Codechange: Use automatic memory management for language pack reading.Michael Lutz
2020-12-27Codechange: Even more std::string usage in file IO.Michael Lutz
2020-12-27Codechange: Convert some more FIO functions to take std::string.Michael Lutz
2020-12-27Codechange: Use std::string in FIO search path handling.Michael Lutz
2020-12-27Codechange: Store file search paths as std::string.Michael Lutz
2020-12-27Codechange: Stringify config file paths.Michael Lutz
2020-12-27Codechange: Replace assert_compile macro with static_assertCharles Pigott
2020-12-27Cleanup: Remove unused ChunkType flag CH_AUTO_LENGTHcirdan
CH_AUTO_LENGTH is no longer used anywhere, so remove all code that depends on it.
2020-12-27Cleanup: Remove save-only autolength flag from economy chunk handlerscirdan
CH_AUTO_LENGTH is only used when saving chunks; it makes no sense to set it for chunks without a save handler.
2020-12-27Codechange: Enable FINAL, (un)likely, __attribute__ when building with clangJonathan G Rennison
2020-12-27Codechange: Use likely/__builtin_expect for assertion macrosJonathan G Rennison
2020-12-27Codechange: Add support for verbose assertsJonathan G Rennison
2020-12-27Codechange: Unconditionally use static_assertJonathan G Rennison
We're well past having to support non-C++11 compliant compilers now.
2020-12-27Cleanup: Remove unnecessary assert_tcompile macroCharles Pigott
2020-12-27Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loopsglx22
2020-12-27Add: [NewGRF] Patch flag to test if inflation is on or off.Michael Lutz
2020-12-27Change: Disable changing the inflation setting in network games.Michael Lutz
2020-12-27Feature: Plant clumps of trees in editor by dragging on the landscapeNiels Martin Hansen
2020-12-27Change: Switch tree GUI to use dynamically generated buttonsNiels Martin Hansen
This makes it look a bit better in climates with fewer tree types.
2020-12-27Fix: Wrong tree sprite in tree toolbarNiels Martin Hansen
2020-12-26Update: Translations from eintstranslators
korean: 18 changes by telk5093
2020-12-26Fix f66baa44: for-loop is no longer increasing "i"Patric Stout
During conversion it was overlooked that the for-loop used to do this. Oops.
2020-12-25Fix: [Emscripten] using TIC/TOC on this platform is sillyPatric Stout
Stop throwing a warning about this, as it is not likely we will ever implement it.
2020-12-25Change: Always apply inflation from 1920 to 2090, no matter the game start ↵Michael Lutz
year. (#7589)
2020-12-25Fix f66baa44: index was off by one (#8433)Patric Stout
i++ in the 3rd part of a for() is post, not pre. Oops.
2020-12-25Codechange: use C++11 constructs for for-each loops (#8432)Patric Stout
2020-12-25Update: Translations from eintstranslators
finnish: 10 changes by hpiirai
2020-12-25Fix #6468: don't store version of AIs-started-via-console in namePatric Stout
You can do: "startai myai.3", which starts version 3 of "myai". This is very useful for testing save/load code between different versions of your AI. However, when using this syntax, the AI got saved as "myai.3" as name of the AI, instead of "myai". This caused several problems, like indicating to the user the AI could not be found, but still load the AI. But in all cases, the AI never got the chance to load the saved data, making the whole reason this exists pointless. By splitting the name and version already in the console command, the code becomes simpler and AIs started this way now follow the normal flow after initialization.
2020-12-25Codechange: move block a bit lower to increase readabilityPatric Stout
It was rather confusing that "library_name" was calculated, and then not used to do the FindLibrary() call. Flipping those two blocks around makes it a bit more sane to read.
2020-12-25Doc: for over 10 years now, we do not load the exact AI version first (#8431)Patric Stout
See commit fae34ee7 for details. The documentation simply never got updated.
2020-12-25Update: Translations from eintstranslators
2020-12-25Codechange: Rename strings to match their usage.frosch
2020-12-25Change: Remove the LAN/Internet combobox from the server list in favour of ↵frosch
adding two separate search buttons.
2020-12-25Change: Towns don't build dead-end road bridges (#8401)Tyler Trahan
2020-12-25Feature: Add an option to disable tree growth completely (#8415)Pavel Stupnikov
2020-12-25Fix: Don't lower tree density if spreading is not enabled (#8413)Pavel Stupnikov
2020-12-25Change: [Linkgraph] Allow job threads to be aborted early when clearing ↵Jonathan G Rennison
schedule (#8416) When link graph jobs are cleared due to abandoning the game or exiting, flag the job as aborted. The link graph job running in a separate thread checks the aborted flag periodically and terminates processing early if set. This reduces the delay at game abandon or exit if a long-running job would otherwise still be running.
2020-12-24Update: Translations from eintstranslators
finnish: 1 change by hpiirai
2020-12-23Update: Translations from eintstranslators
arabic (egypt): 15 changes by AviationGamerX korean: 15 changes by telk5093 finnish: 12 changes by hpiirai
2020-12-22Update: Translations from eintstranslators
korean: 2 changes by telk5093 catalan: 13 changes by perezdidac
2020-12-22Change: [Linkgraph] Only acquire thread join performance measurements on ↵Jonathan G Rennison
network clients Network servers and single player clients do not block on thread joins due to instead pausing shortly before the join is due.
2020-12-22Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)Jonathan G Rennison
Check if the job is still running two date fract ticks before it is due to join, and if so pause the game until its done. When loading a game, check if the game would block immediately due to a job which is scheduled to be joined within two date fract ticks, and if so pause the game until its done. This avoids the main thread being blocked on a thread join, which appears to the user as if the game is unresponsive, as the UI does not repaint and cannot be interacted with. Show if pause is due to link graph job in status bar, update network messages. This does not apply for network clients.
2020-12-22Feature: Set exclusive access to industry from GS (#8115)Pavel Stupnikov
2020-12-22Feature: Influence industry production changes from GS (#7912)Niels Martin Hansen
2020-12-22Fix 86e08aa: STR_CARGO_PLURAL_CANDY with cases was not renamed (#8412)Patric Stout
2020-12-22Fix: next 67 savegame versions are used in PatchPacks; skip them (#8411)Patric Stout
Various of PatchPacks (Spring 2013, Joker, ChillPP) used versions slightly higher than ours. Of course, as time went by, this caught up with us, and we are now almost pushing a new version that would conflict with them. To avoid users creating unneeded issues about "why can I not load my savegame", lets be ahead of the curve and flat-out refuse to load them. Version-wise, this is totally fine. We have ~32k versions to go before we run out (0x8000 is masked by JGRPP; we should avoid using that). At the rate we bump savegames, this is not going to happen in any sane reality.