Age | Commit message (Collapse) | Author |
|
norwegian (bokmal): 3 changes by Anolitt
spanish (mexican): 3 changes by absay
vietnamese: 3 changes by KhoiCanDev
german: 3 changes by danidoedel
finnish: 3 changes by hpiirai
catalan: 3 changes by J0anJosep
spanish: 3 changes by JohnBoyFan
|
|
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.
|
|
|
|
|
|
static buffers
|
|
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.
|
|
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.
|
|
perceived loudness change.
|
|
(#8926)
|
|
korean: 1 change by telk5093
|
|
|
|
|
|
This makes the volume control work as most players would expect, affecting
existing playing sounds as well as new sounds.
|
|
(#8944)
|
|
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
|
|
|
|
|
|
|
|
|
|
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
|
|
korean: 1 change by telk5093
indonesian: 25 changes by dimaspaf14
romanian: 23 changes by kneekoo
|
|
consistent (#8929)
consistent
|
|
|
|
|
|
|
|
|
|
|
|
|
|
catalan: 1 change by J0anJosep
spanish: 3 changes by MontyMontana
|
|
|
|
|
|
catalan: 2 changes by J0anJosep
|
|
|
|
luxembourgish: 1 change by phreeze83
serbian: 59 changes by nkrs
|
|
|
|
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
|
|
|
|
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
|
|
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
|
|
|
|
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
|
|
|
|
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.
|
|
This allows us to later on see what someone did, and makes sure
that "restart" command still knows how the game was created.
|
|
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!
|
|
It will add some slack to the map height limit if that was set
to auto.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|