Age | Commit message (Collapse) | Author |
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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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implement stubs for them (tokai)
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the latter is confusing
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longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues:
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
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Also use a different field, which has a better chance of containing meaningful information, of the returned struct to determine the free space on the filesystem and fix a small bug introduced in r2100 (s/!=/==/)
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[1171208]. Only requery drive(s) if the user changes a directory, also surpress the OS error box that pops up on some windows machines. Tron + glx (and me)
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