Age | Commit message (Collapse) | Author |
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When ever you saw this debug lines (which you never should), they
showed an empty address. It is also not very useful to have, as it
always points to a known server anyway.
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One also looks for a company, the other doesn't. There were more
uses of the latter than the first, leaving very weird code all
over the place.
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The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
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The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.
All in all, removing map_name all together is just better.
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chinese (simplified): 52 changes by clzls
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swedish: 3 changes by DonaldDuck313
spanish: 39 changes by MontyMontana
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allocated instead of crashing the whole game
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#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
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settings. (#9044)
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graph edge matrix. (#9046)
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enums. (#9045)
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Existing layout included a blank widget above the group list to align with the vehicle list, however since then an additional sort-by row was added.
Group list size tweaks to match normal row size (at least with normal gui and text size.)
Removed reduction of 2 rows in the group list <- main culprit of odd sizing.
Removed fill attribute on buttons which gave strange sizes, and put it on the group info widget instead.
Tweaked various soft-padding values to line up (centreing text with a 1px offset does not make centred text.)
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chinese (simplified): 3 changes by clzls
spanish: 1 change by MontyMontana
polish: 6 changes by Milek7
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Font zoom.
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
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korean: 6 changes by telk5093
portuguese (brazilian): 2 changes by Greavez
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hungarian: 5 changes by nemesbala
catalan: 2 changes by J0anJosep
tamil: 3 changes by Saran-S-Menon
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romanian: 57 changes by kneekoo
russian: 3 changes by Ln-Wolf
spanish: 3 changes by MontyMontana
portuguese: 7 changes by azulcosta
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Classes derived from Path were freed through base class pointer, but no virtual destructor was present.
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be potentially not set
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causing unstoppable fast forward
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be potentially not set
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another thread is busy do not attempt to process the packets of that socket
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network_udp.cpp
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from the console (#9022)
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norwegian (bokmal): 2 changes by Anolitt
english (us): 2 changes by 2TallTyler
korean: 3 changes by telk5093
german: 2 changes by danidoedel
romanian: 35 changes by kneekoo
finnish: 2 changes by hpiirai
spanish: 4 changes by MontyMontana
french: 3 changes by glx22
portuguese: 4 changes by azulcosta
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korean: 23 changes by telk5093
romanian: 1 change by kneekoo
russian: 1 change by Ln-Wolf
french: 1 change by glx22
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Remove macro redefinitions
Add final and fallthrough attributes for clang-cl
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(#9006)
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"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.
Also, use SetPIP instead of repeating a SetPadding for all but
last element.
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Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
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An invalid starting year causes all sorts of weird behaviour and crashes in map generation.
Now just set the appropriate setting via IConsoleSetSetting so the validation
and, if needed, clamping is performed on the starting year value.
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See also: #8870
See also: #8977
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korean: 1 change by telk5093
spanish: 1 change by MontyMontana
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