Age | Commit message (Collapse) | Author |
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(#9418)
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The outer if statement checks for 'aa' being false, so within the inner
statements anything checking aa will have a known result and the other
branch from there will be dead code.
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9A 1E: Print unsigned word as name of a cargo type (translated for GRF version >= 7).
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being empty
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(#9395)
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This reduced the load on compilers, as currently for example MacOS
doesn't like the huge settings-tables.
Additionally, nobody can find settings, as the list is massive and
unordered. By splitting it, it becomes a little bit more sensible.
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spanish (mexican): 44 changes by absay
italian: 2 changes by CoderLel
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spanish (mexican): 54 changes by absay
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LoadCheck makes it sound like something is really broken while
loading savegames, while it really is perfectly normal, as most
chunks do not implement LoadCheck.
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Shadowing the variable you intend to write in tends to do that ;)
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spanish (mexican): 6 changes by absay
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handling logic
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settings handling logic
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portuguese (brazilian): 1 change by Vimerum
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hindi: 26 changes by ritwikraghav14
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catalan: 1 change by J0anJosep
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norwegian (bokmal): 1 change by Anolitt
japanese: 1 change by scabtert
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parameter values in the first place
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num_liveries indirectly contained the same information, but this
makes reading these things pretty difficult. So use IsSavegameVersionBefore()
like everywhere else instead.
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IsSavegameVersionUntil() did a [0, N] check, not [0, N) as the
name suggests.
Until can be a confusing word, where people consider it to be
including the upperbound. Dictionary states it means "before",
excluding the upperbound. There are long debates about who is right.
So, simply remove away from this ambiguity, and call it "before"
and "before or at". This makes the world easier for everyone.
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We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.
Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
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When a header is added, the chunk changes from CH_ARRAY type to
CH_TABLE type.
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We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.
They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.
Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.
The next few commits will start using this framework.
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english (us): 1 change by 2TallTyler
german: 1 change by Wuzzy2
dutch: 1 change by Afoklala
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private.cfg
We often ask people for their openttd.cfg, which now includes their
passwords, usernames, etc. It is easy for people to overlook this,
unwillingly sharing information they shouldn't.
By splitting this information over either private.cfg or secrets.cfg,
we make it more obvious they shouldn't be sharing those files, and
hint to what is inside them.
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Clearly someone really wanted to generalize the function, but
in reality it makes it a lot longer than needed. Let's keep it
simple.
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Instead of creating the object on heap and use a pointer, create
the object on stack and use a guaranteed-not-null pointer.
The size of IniFile doesn't warrent the forcing to heap.
Additionally, use a subclass instead of a function to do some
initial bookkeeping on an IniFile meant to read a configuration.
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This to prepare the code to split up network-related settings
into private / secrets / generic.
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And use std::unique_ptr to manage the memory of the allocated data
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of a separate function
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