Age | Commit message (Collapse) | Author |
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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Move all relevant types from hal.h into fios.h, eliminate the unneccessary passing of a global variable, and extern variables in header files (declare in fios.c and misc_gui.c
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functions into fios.c, as well as FiosGetSavegameList and FiosGetScenarioList functions with the help of some callbacks.
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compare_FiosItems, FiosFreeSavegameList, FiosMakeSavegameName, FiosDelete and FileExists to newly created file fios.c where it belongs.
- Fix: forgot to remove GetLanguageList from functions.h in previous commit
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function to strings.c where it belongs.
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(tokai)
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10.3 for all others set it with WITH_ICONV in Makefile.config or with --with-iconv with configure. --with-config=/somedir will search for iconv include files somewhere (or in Makefile.config with WITH_ICONV_PATH). Custom library loading is not (yet) supported
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ICONV is actually used. Thanks for noticing Bjarni
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iconv_open() failed. Also clarify the message a bit.
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the mess that is makefile can't properly support it at the moment, it is only available for MACOSX. Windows doesn't need FS conversion and I have no idea about OS/2 so it's disabled for them.
- CodeChange: Change the function GetCurrentLocale(). It returns the locale from some default environment-variables, plus a custom one defined as parameter. If all fail, it tries $LANG.
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in 10.3
this have the sideeffect that 10.2.8 will still have the "failure to save with certain chars in the filename bug", but at least it can compile again
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function for creating the full path instead of home-brewn snprintf.
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MACOSX, because that's what it uses. This is no real fix for the current iconv hack but it should at least work properly
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filesystems now got the saving problem again, but now we can compile on all platforms again
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contains german umlauts
now it saves correctly, but the load window still display some chars wrong (fix by ln-)
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avoids crashes with UTF-8 encoded or bad filenames by replacing undisplayable characters with a '?'
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you can still use SDL drivers if you like and you have to run "make upgradeconf" to start using the cocoa drivers (or manually write WITH_COCOA:=1)
since SDL breaks the cocoa drivers, you can't compile with both SDL and cocoa support
Using cocoa drivers makes it easier to make universal binaries and it solves:
-FS#18 [OSX] SDL is weird in universal binaries
-FS#2 [OSX] lazy pointer crash on exit
-FS#10 [OSX] linking error when linking statically to SDL 1.2.8 (needless to explain this, but it means it should be able to compile statically with the default settings now)
-[ 1215073 ] Switching to large size out of fullscreen crashes
Using SDL drivers will still have those issues though
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to prevent it from running OpenTTD, so now it's not supported anymore
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crosscompiles to fix crash
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windows does not, no idea why os2 has. Way to go consistency :s. So anyways, just strip trailing slash
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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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interfaces with the main program through a sort of mutex. Communication uses the function OTTD_SendThreadMessage() with the approiate message which is handled in ProcessSentMessage() during the main loop.
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- Don't track dependencies on system headers
- Add an include path
- Silence a warning regarding a bad signal prototype
- Remove executable flag from pictures
- Add proper OTTD icon
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-Fix: Sort the directories when making a scenario list
-Fix: Sort the directories when making a savegame list on Windows
-Fix: On OS/2 show the trailing \ if the current directory is a root directory
-Regression: On OS/2 the savegame list showed the scenario directory or crashed (probably introduced in r2609)
The rest is diff reduction between the 3 variants
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than one thread
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- Do not dereference a local variable which no longer exists; this lead to random crashes when saving
- (Win32) Do not close a handle before it is used last
There are still many major problems (race conditions and resulting memory corruption/crashes) left
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servers on OSX included sdl.h even when WITH_SDL was not defined (oops)
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prevented OSX from opening a window to run the game in (sdl.h was not included anymore)
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Instead of trying to start a single driver and bailing out if that fails, try to initialise one by one and use the first one which succeeds.
This should fix problems on machines with no sound card, where -s null had to be specified manually.
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all, if network support ist disabled
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error() needs to print (Tobin made this, while I fixed some issued in it)
- As a bonus, we now have an objective C file (os/macosx/macos.m) to use the functions Apple made to interact with OS stuff
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directories, oh my...
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files and move them into subfolders.
This results in shorter and hopefully easier to maintain files.
Note: I had to change paths in #include statements of some unrelated files, because I added the ottd base directory to the include path (-I.)
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browsing the folders.
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Added support for Mersenne Twister random number generator (not implemented in network yet)
Wrap player randoms around #ifdef
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