Age | Commit message (Collapse) | Author |
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french: 2 changes by glx22
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* Codechange: [Network] split CloseSocket and CloseConnection more clearly
- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
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Susz is masculine, not neuter, so it should result in "Susz Mazowiecki",
"Susz Morski", and not "Susz Mazowieckie" or "Susz Morskie". However,
because order of the names whould not be changed, it was replaced with
Leszno, which is neuter.
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statically in destructors
In the destructors of many of the network related classes Close() is called, just like the
top class in that hierarchy. However, due to virtual functions getting resolved statically
in the destructor it would always call the empty Close() of the top class.
Document the other cases where a virtual call is resolved statically.
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resolved statically
This as during construction the sub class has not been initialized yet, and
during destruction the sub class has already been destroyed, so the overriding
virtual function would be accessing uninitialized data.
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This also changes ScriptEventVehicleAutoReplaced when replacing wagons:
The event is now only spawned, if the head engine changes, so only if the VehicleID of the consist changes.
Previously replacing wagons spawned an event with OldVehicleID==NewVehicleID.
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Use Iterate if the order does not matter.
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specific window.
Using iterators makes it easier to include or exclude the start window in the iteration.
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The const_cast will be removed again in a later commit.
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The window list supports deletion of arbitrary windows, while iterating over it.
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(#9187)
Increased height of small station building bounding box to cover the build rather than just the platform.
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romanian: 38 changes by kneekoo
slovak: 19 changes by FuryPapaya
catalan: 1 change by J0anJosep
turkish: 191 changes by Anceph
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This means that random tree generation density is higher on small maps and lower on large maps. This difference is enough to make the Lumber Mill impractical to use on large maps.
This change skips ticks on maps smaller than 256x256 and increases iterations or shortens the interval on maps larger than 256x256.
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It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
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Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
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korean: 1 change by telk5093
slovak: 149 changes by ApplePie420
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name
Also warn when the client or server name has not been set and provide pointers on how to set them
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Additionally, only rebuild it when we added a new manual server,
as otherwise it is a noop anyway.
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broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".
Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
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german: 2 changes by Wuzzy2
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The function fluid_player_join in the library is broken beyond compare for the
usecases it was used for (see their #872). It does not wait until it is safe
to delete the player, so it is up to the end user to ensure that.
For OpenTTD we acquire a lock before fluid_synth_write_s16 and we acquire the
same lock in the stop function. So, only one of the functions can be doing its
thing, meaning we do not need to wait for the player to be stopped as it
cannot be doing anything as we prevent that by the lock.
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Also changed some levels to 0, as a failing listen() is something
we should tell the user about. Hiding this information is a bit
evil.
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finnish: 1 change by hpiirai
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Since pixel dimensions in SetPadding() are scaled by GUI size, padding for inset viewports was excessive.
Instead, automatically apply padding for WWT_INSET at widget level. This applies to all widgets inside a WWT_INSET, which in all instances is a NWID_VIEWPORT.
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But always mark it as manually, no matter if it was there or not.
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This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
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Basically, we should join the resolve thread before we destruct
the object.
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