Under normal circumstances the server's ID is 32 characters excluding '\0', however this can be changed at the server. This ID is sent to the server for company name hashing. The client reads it into a statically allocated buffer of 33 bytes, but fills only the bytes it received from the server. However, the hash assumes all 33 bytes are set, thus potentially reading uninitialized data, or a part of the server ID of a previous game in the hashing routine.
It is still reading from memory assigned to the server ID, so nothing bad happens, except that company passwords might not work correctly.
If a viewport sign straddles the top of a viewport, a crash will occur if the viewport height is zero. This is resolved by simply not attempting to draw the viewport in this situation, consistent with other widgets.
Previously noted by a comment, this does not need to be guarded against as non-powers of 2 will not cause issues beyond the choice of results being reduced.
One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list.
Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
Scaling is not expensive, but it does not change either, and this avoids the need for a virtual method call. This cascades back to all GetCharacterHeight(FS_xxx) and FONT_HEIGHT_xxx calls.
Replaces constant pixel values with values scaled based on font size.
This allows the industry chain to maintain a consistent look across
different sizes. Previously all except cargo line height were fixed.
YAPF was constantly measuring its performance, but only at
certain debug-levels this information was shown.
Now after years, I sincerely wonder if anyone still knows about this
feature and who still use it. Especially with the new framerate window,
this detailed performance is not as meaningful anymore as it once
was.
This means that pressing Refresh button and adding servers manually
now uses TCP.
The master-server and initial scan are still UDP as they will be
replaced by Game Coordinator; no need to change this now.
If we query a server that is too old, show a proper warning to the
user informing him the server is too old.