Age | Commit message (Collapse) | Author |
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script (invisible) to correctly insert date.
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nightly build
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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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removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
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video-driver, now windows works, dedicated works and sdl works. Also reverted the change to the makefile.
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'fullscreen' button than chose a resolution from the dropdown box that was no longer valid. Big thanks to DaleStan for track down the crashing bug.
- Fix: There would be duplicate entries in the resolutions dropdown box. Copy SDL method or removing duplicates and sort the list.
- Feature: in the settings menu, you don't have to click on the arrows anymore, clicking on the dropdown box itself has the same effect. Consistent with other dropdowns in the game
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root-directory anymore; win32 only (mgasterix)
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win32-only (glx)
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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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patch 1171208.
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windows and F10, etc. is fixed.
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is already there
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(sound.[ch])
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file handling and fix some inconsitencies (I hope I didn't break the OS/2 part, couldn't test it, feedback is welcome)
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that Valgrind didn't catch this, kudos to TrueLight
- Feature (small): new command-line option -c <config_file>. You can have OpenTTD load alternative config files with this setup, handy for servers, or for saves from other players if you don't want to rename your own config. This will have to do until all game-related settings are saved ingame. Couldn't find the SF patch, so credits to the guy that wrote it.
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F10 is pressed
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handling of text with that of editboxes
- Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret
- Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions
- Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes
- Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos.
- Fix: OTTD crash when opening 'add server' editbox
- CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
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buffers now and remove the global array str_buffr.
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introduce stre{cpy,cat}, see string.h for their semantics
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when it was out of focus (dominik)
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-Fix: added void to all win32.c functions as well
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(doode)
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builds) and the game crashes for any reason any active log file is closed first. This ensures the log file and ingame debug messages can be used to debug a problem. Any *nix versions are welcome
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reenabled again
-Fix: added missing CDECL to ellipsis functions and changed VS6 project file to use _cdecl calling conventions (thx tamlin)
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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-Note: when compiling with MinGW (-mno-cygwin) __MINGW32__ is defined; when compiling without it __CYGWIN32__ is defined. You need to set either -mno-cygwin (MinGW) or -mwin32 (Cygwin) to have WIN32 defined
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deadkey.
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(GeniusDex)
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keyboards. It's the key on the top left corner
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Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
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hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
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ALT+F4 or the 'exit' button in the main menu.
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If you set autosave_on_exit = true in openttd.cfg, your game will be saved as exit.sav in the autosave folder and you won't be asked if you want to quit the game any more.
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