Age | Commit message (Collapse) | Author |
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This prevents two servers battling for the same invite-code. Now
the last one wins.
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chinese (simplified): 1 change by goodspeed34
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Adds the support to query the linecache without copying the string.
This uses a custom transparent comparator in conjunction with
a query type using a std::string_view.
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chinese (simplified): 82 changes by goodspeed34
french: 2 changes by glx22
portuguese: 1 change by azulcosta
portuguese (brazilian): 2 changes by Vimerum
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portuguese: 1 change by azulcosta
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One question that keeps popping up: "when do we release 2.0?".
NewGRF will force that at least 1.16 will be 2.0, but to not wait
for this, let's drop the "1." and be for ever done with that
conversation.
We are following in the footstep of giants here.
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(#9480)
"For negative a, the value of a >> b is implementation-defined (in most implementations, this performs arithmetic right shift, so that the result remains negative)."
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lobby window (#9467)
Nobody really paid attention to the lobby window, and it completely
missed its purpose. Most people don't even wait for companies to
show up, but just hit "New Company".
This in turn means people create a lot of unneeded companies, while
they "just want to watch the game" or join another company.
Instead, "Join Game" now just joins the game as spectators.
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Online Players GUI (#9478)
The selector selects the first widget, which by accident was now only
the server visibility.
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Referring to one window in two ways is a bit annoying.
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(#9472)
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filter possible (#8468)
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maxed out in vehicles (#9393)
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Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
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Currently, scripts use various heuristics to detect loaded NewGRFs that are inherently unreliable.
The list of loaded NewGRFs is easily accessible to a human player, and thus giving
scripts the same information is consistent with the current approach to not give scripts
more information than a human player.
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vietnamese: 28 changes by KhoiCanDev
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latvian: 13 changes by osprinkis
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norwegian (bokmal): 28 changes by Anolitt
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french: 12 changes by glx22
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Cargo payments were stored as unsigned integer, but cast to int64 during
application of inflation. However, then being multiplied with a uint64
making the result uint64. So in the end the payment that should have been
negative becomes hugely positive.
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portuguese (brazilian): 6 changes by Vimerum
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dutch: 13 changes by Afoklala
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slovak: 39 changes by ApplePie420
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finnish: 14 changes by hpiirai
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german: 10 changes by Wuzzy2
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german: 4 changes by danidoedel
romanian: 23 changes by ALEX11BR
portuguese (brazilian): 6 changes by jpsl00
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romanian: 17 changes by ALEX11BR
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swedish: 9 changes by joeax910
russian: 1 change by Ln-Wolf
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russian: 9 changes by Ln-Wolf
catalan: 25 changes by J0anJosep
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spanish (mexican): 13 changes by absay
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"my_client" wasn't always free'd when a game ended. "my_client"
keeps a reference inside the PT_NCLIENT pool. The rest of the
code assumes that when you are not in a game, it can freely
reset this pool.
In result: several ways to trigger a use-after-free.
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english (us): 15 changes by 2TallTyler
korean: 12 changes by telk5093
russian: 3 changes by Ln-Wolf
portuguese: 12 changes by azulcosta
polish: 98 changes by pAter-exe
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swedish: 1 change by joeax910
romanian: 36 changes by ALEX11BR
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TURN is a last resort, used only if all other methods failed.
TURN is a relay approach to connect client and server together, where
openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to
the STUN server, as they are both already connected to the Game
Coordinator. But in the odd case it does fail, estabilishing the
connection fails without any further possibility to recover.
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if needed
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