Age | Commit message (Collapse) | Author |
|
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.
|
|
See commit fae34ee7 for details. The documentation simply never
got updated.
|
|
|
|
|
|
adding two separate search buttons.
|
|
|
|
|
|
|
|
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.
|
|
finnish: 1 change by hpiirai
|
|
arabic (egypt): 15 changes by AviationGamerX
korean: 15 changes by telk5093
finnish: 12 changes by hpiirai
|
|
korean: 2 changes by telk5093
catalan: 13 changes by perezdidac
|
|
network clients
Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
|
|
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.
|
|
|
|
|
|
|
|
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.
|
|
stops. (#8400)
|
|
|
|
|
|
|
|
|
|
This applies to all kinds of vehicle lists, as well as the "vehicle groups" window.
|
|
This is in preparation for the new UI feature that allows grouping by shared orders.
|
|
|
|
|
|
Co-authored-by: Niels Martin Hansen <nielsm@indvikleren.dk>
|
|
vietnamese: 3 changes by KhoiCanDev
russian: 4 changes by Ln-Wolf
polish: 11 changes by yazalo
|
|
No active target is that limited in concurrent file descriptors.
|
|
korean: 1 change by telk5093
slovak: 6 changes by FuryPapaya
latvian: 9 changes by lexuslatvia
|
|
|
|
|
|
(#8399)
|
|
russian: 10 changes by Ln-Wolf
finnish: 4 changes by hpiirai
slovak: 16 changes by FuryPapaya
french: 1 change by glx22
|
|
finnish: 47 changes by hpiirai
|
|
|
|
|
|
0x88. (#8382)
Fix: [NewGRF] Action 7/9 conditions 0x0B to 0x12 failed, if 'param' was 0x85.
These conditions are supposed to ignore 'param' entirely.
|
|
Apple Clang version 12 (bundled with Xcode 12) complaints about copying
small objects in range loop (-Wrange-loop-analysis introduced by -Wall).
This warning can be easily avoided by removing the reference from
the const pointer type.
|
|
borders (#7883)
This means that for NE/NW, it should have one more in case of
freeform-edges, and in case of SE/SW it should have one less.
Reminder: freeform-edges only adds VOID tiles on X=0 and Y=0.
|
|
|
|
This is for consistency; most other objects add a # to indicate
it is the Nth of that object, except for Trains / RVs / Ships /
Aircrafts.
This becomes painfully apparent with unnamed vehicles in groups,
which do get a "#".
|
|
Only if the vehicle is member of a group and does not have a user defined name.
|
|
korean: 29 changes by telk5093
finnish: 8 changes by hpiirai
slovak: 6 changes by FuryPapaya
french: 6 changes by glx22
|
|
|
|
This mode doesn't wrap the mouse constantly, but requests SDL
to lock the mouse pointer. This is needed, as with Emscripten
you are not allowed to change the mouse poisition (only to lock
it into place).
|
|
Emscripten compiles to WASM, which can be loaded via
HTML / JavaScript. This allows you to play OpenTTD inside a
browser.
Co-authored-by: milek7 <me@milek7.pl>
|
|
This commit prepares for the next commit, as Emscripten needs to
have a way to trigger a single iteration of the main loop. To
keep the real changes more clear, this commit only unrolls the
loop, and makes no changes to the logic itself.
|
|
|