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2021-01-11Change: Relocate rename and location buttons in all windows.frosch
2021-01-11Change: Relocate vehicle rename and location buttons.frosch
2021-01-11Add: [NewGRF] new GUI sprites for 'rename' and 'go to location'.frosch
2021-01-11Fix: don't allow free-wagon-chains to exceed max-train-length (#8533)Patric Stout
This makes no sense, that a free-wagon-chain could be larger than the maximum length of a train, as you cannot put an engine in front of that anyway. And it prevents run-away AIs making very silly long free-wagon-chains.
2021-01-11Change: change console command "restart" and add "reload"Patric Stout
The current "restart" command is now called "reload", as that is what it does. The old "restart" command is now called "restart", as that is what it did. As this has not been in any official release yet, this shouldn't harm any kitten.
2021-01-11Fix 8f3d1ec: "restart" did not always restart your current gamePatric Stout
In the sequence: - Load a game - Start a newgame (via console) - Restart a game (via console) Gave you the loaded game back, not the new game.
2021-01-11Fix #7619: nudge fast planes sooner towards their target (#8531)Patric Stout
For non-NewGRF planes, "count" is never above 1. So planes can smoothly be guided to their destination. For NewGRF planes, they can go as quick as "count" values of 20. This easily overshoots the target. So, calculate if the plane will overshoot, and start nudging him to the destination earlier. You won't notice this either way, as it all happens within a single tick.
2021-01-11Update: Translations from eintstranslators
arabic (egypt): 30 changes by AviationGamerX indonesian: 30 changes by dimaspaf14 german: 12 changes by MagnumSociety french: 5 changes by glx22
2021-01-10Fix 218f40e: Warning about 32-bit shift implicitly converted to 64 bitsSamuXarick
2021-01-10Fix: add missing variables to NewGRF inspect window.frosch
2021-01-10Add: [NewGRF] Vehicle variable 4A now also returns, whether the current tile ↵Johannes E. Krause
has catenary.
2021-01-10Add: [NewGRF] vehicle variable 63 to test the tracktype of the current tile ↵frosch
against a given tracktype.
2021-01-10Fix: [NewGRF] industry variables 69 to 71 did not check, whether the queried ↵frosch
cargo is valid.
2021-01-10Fix: GetCargoTranslation could return out-of-bounds index for old-style ↵frosch
NewGRF using cargo-slots.
2021-01-10Update: Translations from eintstranslators
korean: 1 change by telk5093 finnish: 1 change by hpiirai polish: 5 changes by yazalo
2021-01-10Fix: Use realtime for error message and console backlog timeoutsglx22
2021-01-10Fix: Don't use a timer for hundredth tick determinationglx
2021-01-09Fix #8272: vehicle destination text colour when mousing over (#8543)Patric Stout
Co-authored-by: Jonathan G Rennison <j.g.rennison@gmail.com>
2021-01-09Update: Translations from eintstranslators
korean: 4 changes by telk5093 finnish: 4 changes by hpiirai catalan: 11 changes by J0anJosep
2021-01-09Add: [Script] ScriptCargo::GetName, to get the human readable name of a ↵Patric Stout
cargo (#8544) Of course this translates into AICargo.GetName() for AIs and GSCargo.GetName() for GameScripts.
2021-01-09Change: remove warning in cheat window and reduce it to a note (#8538)Patric Stout
Although meant as a funny joke towards the player, our social standards have changed since 2004, and such "jokes" are no longer acceptable by the community as a whole. The only value of the message is that people are informed the information is stored in the savegame. This is mostly useful for us, developers, as some of those cheats can have side-effects which people report. While at it, styled the GUI a bit better, as the way the text was presented was odd.
2021-01-09Fix #8462: Don't check whether to grow a town road on water (#8471)SamuXarick
2021-01-09Revert 78f92130: "Fix #8506: Towns shouldn't add junctions to NewGRF roads ↵Patric Stout
they cannot build (#8535)" (#8541) As per https://github.com/OpenTTD/OpenTTD/pull/8535#issuecomment-757122918, jumped the gun here.
2021-01-09Fix #8506: Towns shouldn't add junctions to NewGRF roads they cannot build ↵Tyler Trahan
(#8535)
2021-01-08Fix 85a49a0d3: hotkeys were enabled outside of GM_NORMAL (#8534)Patric Stout
2021-01-08Fix 85a49a0d: invalidate airport toolbar when new planes become available ↵Patric Stout
(#8532) Otherwise if the airport button is disabled, it will remain disabled until you close/open the toolbar again.
2021-01-08Fix: Start the inactivity-timeout for the content server only after the ↵frosch
connection has been established. (#8530) When connecting took long due to the first N resolve-addresses timing out, OpenTTD would immediately close the connection, without sending anything.
2021-01-08Fix af22a4f2: scenario editor doesn't have build station/depot/etc (#8529)Patric Stout
2021-01-08Update: Translations from eintstranslators
korean: 2 changes by telk5093 finnish: 2 changes by hpiirai dutch: 49 changes by Afoklala spanish: 16 changes by Luis45ccs french: 7 changes by dimensi0n polish: 2 changes by yazalo
2021-01-08Fix 7bdfb38: Drive-thru road stations can be connected at either end (#8528)Tyler Trahan
2021-01-08Add: Towns can build tunnels (#8473)Tyler Trahan
2021-01-08Change: Remove disable_unsuitable_building settingCharles Pigott
This setting is no longer useful, as you can now always build roads, canals, etc.
2021-01-08Cleanup: Remove unused (and mostly duplicated) functionCharles Pigott
2021-01-08Add: show in the tooltip of disabled toolbar buttons why they are disabledPatric Stout
2021-01-08Change: always allow to click on the toolbar icons for road/rail/dock/airportPatric Stout
This change allows a user to see what is available and what will become available before it is available, instead of only disabling the button with no further explanation. It also always allows building roads and canals, even if no vehicles are available for road / water. For rail/road/tram, a dropdown with available types is shown. If none are available, it reads "None". If the type is not yet available, it is greyed out. For dock/airport, this always open the toolbar, but building airports, docks, and depots buttons are disabled till vehicles are available for those. Road is the only exception, with the primary road always being available. Here too, stations and depots are disabled till vehicles become available. It does mean you can now always build roads to for example help towns grow.
2021-01-08Fix #8153: Report incompatible cargo/order when autoreplace fails (#8169)Chris Stevens
2021-01-08Fix #7972: show invalid orders to stations that don't accept your vehicle ↵Patric Stout
(#8516) Before it was shown as a normal order, but the vehicle was skipping it. This was rather unclear to the user. Now it is red and contains text with some hints what is going on. The text is prefixed rather than post-fixed, as we have many post-fixes already.
2021-01-08Revert c1fddb9, 639cfa4: "Codechange: Check if access __attribute__ is ↵Patric Stout
supported before trying to use it." (#8526) This reverts commit c1fddb9a6ae5c3af6865461a7295788a341011a2 and 639cfa43d23aa142cabbf2f08ec20a2133b0503e. access_mode "none" is only supported by GCC11, but introduced after it branched. So there are GCC11.0s out there that do not support it. We will have to wait for GCC11.1 to hit before we can re-add this.
2021-01-08Fix: for arctic and tropic, make sure we have at least a few hills (#8513)Patric Stout
Without hills, not all industries can be generated, which means that with a default configuration you get errors. This is far from optimal, of course. This now forces that there is at least some hills, even when you are using very-flat. This is a stopgap solution, but a proper solution requires a full rewrite of the terrain generator, which is not a 2 minute (or even 2 week) job. To make sure flat is still flat-ish, reduce the default snow-line-height to 10, making it look a lot better on smaller maps. This is a compromise between being able to have flat maps and still having all industries on arctic.
2021-01-08Fix #7656: destroying a tunnel/bridge now first removes the tracks for cost ↵Patric Stout
calculation This means that for rail tunnel/bridges, the rail is first sold, and the tunnel/bridge is destroyed after. This means destroying tunnels/ bridges now often makes you money, instead of costing. Similar, with road/tram tracks. Destroying a road+tram tunnel/bridge now costs the same amount of money as first removing the tram tracks and than destroying the road tunnel/bridge. Especially as tram tracks generate money when removing, this is a noticeable difference.
2021-01-08Fix: replacing a bridge didn't charge for clearing last tilePatric Stout
It only considered the end-tile (or start-tile) for the bridge, instead of both. This is obvious in the rest of the code which constantly does "+ 2"; this being the only place that does a "+ 1".
2021-01-08Fix 2fd871e2af5: load correct ending-year for old (pre 0.7) savegamesPatric Stout
Despite what it looked like, you could never really change the ending-year (it was always reset to 2050 on start-up). See commit 683b65ee1 for details. As a side-effect, the variable that was suppose to store the ending-year was just zero, never containing a real ending-year.
2021-01-08Fix #8050: never show the highscore when disabled, not even if you start in ↵Patric Stout
year zero Using zero as "never" value can have its drawbacks ;)
2021-01-08Fix #8050: ending-year of 5000000 allows you to get to year 5000001 and beyondPatric Stout
MAX_YEAR is set to 5000000, but having an ending-year set to the same meant you could bypass this, and play till the uint32 wrapped. The game can either show highscore or wrap year, not both. When you would do both, every year you get the highscore dialog. By changing the maximum value of ending-year to 4999999 we prevent this issue.
2021-01-08Codechange: Remove min/max functions in favour of STL variants (#8502)Charles Pigott
2021-01-08Codechange: Check if access __attribute__ is supported before trying to use it.milek7
2021-01-08Codechange: Use access __attribute__ to silence warnings in GCCmilek7
2021-01-07Fix 0125892: Warning about unsigned unary minusSamuXarick
2021-01-07Fix: don't allow cloning vehicles if cloning orders is failing (#8515)Patric Stout
Before this fix, any failing clone order was silently ignored and you as user would never know till you checked the order list. Evil.
2021-01-07Update: Translations from eintstranslators
spanish (mexican): 5 changes by absay korean: 5 changes by telk5093 finnish: 5 changes by hpiirai latvian: 14 changes by lexuslatvia spanish: 23 changes by SeveralCircles, 10 changes by Luis45ccs polish: 5 changes by yazalo