This caused drawing areas larger than 2097151 pixels at 8x zoom to
not be subdivided into smaller chunks as required.
This resulted in pathological performance issues in the sprite sorter.
Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined.
By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time.
Measurement tooltip was auto-closed as the hover/right-click test for tooltips was not
satisfied in this case. This is fixed by keeping the tooltip visible and instead explicitly
closing the tooltip when the PlaceObject is cancelled/completed.
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
When zooming out with a high res display, there can be about 150k sprites
to be sorted before displaying. With the O(n^2) complexity of the sprite
sorter, this can take several seconds.
This patch works around this by sorting the sprites by the xmin coordinate
first using QSort, which later allows an early bailout out of the inner
loop. This is enough to cut down the full unzoom time on a 4k display to a
fraction of second.
Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.