Jonathan G Rennison
9f56818ca7
Fix display of high freeform edges at north edges in viewport map mode
3 years ago
Jonathan G Rennison
2f350ff6ef
Merge pull request #277 from telk5093/jgrpp
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Update: Korean translation
3 years ago
Jonathan G Rennison
3e66ffead0
Saveload: Allow threaded saves in network server mode
3 years ago
Jonathan G Rennison
ad15d4fd8f
Fix thread safety issues in network admin socket console logging
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See: https://github.com/OpenTTD/OpenTTD/issues/9388
3 years ago
Jonathan G Rennison
87948d8029
Thread: Adjust checks for whether current thread is the game thread
3 years ago
Jonathan G Rennison
4577b547ea
Fix nullptr dereference when autoreplacing vehicle with no orders
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In GetIncompatibleRefitOrderIdForAutoreplace
3 years ago
TELK
94d2438d3d
Update: Korean translations till 428136f
3 years ago
TELK
cbdba03378
Update: Korean translation for PR#268, 271, 274, 275
3 years ago
TELK
fdc3818a71
Update: Korean translation for pbs_safe_wating
3 years ago
Jonathan G Rennison
6c7fccff5d
Reduce duplication of GetTileZ calls in tree placement
3 years ago
Jonathan G Rennison
428136fa97
Merge PR #278 (improved trees) into jgrpp
3 years ago
Jonathan G Rennison
82fa6ed711
Whitespace adjustments
3 years ago
Andreas Schmitt
d719b09cf0
Tweak the dispersed spreading a bit more
3 years ago
Andreas Schmitt
f944c9e7ba
Reduce building of cacti
3 years ago
Andreas Schmitt
fe3c5d0330
Add another sparse tree growth area above the snow line and prevent that area from overgrowing
3 years ago
Andreas Schmitt
6c2152045a
Fix banding issue in artic tree range
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Using tile index for randomization is a very very very bad idea
3 years ago
Andreas Schmitt
3b4cbd3323
Improve tree placement
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Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.
This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.
This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
3 years ago
Jonathan G Rennison
ac9749d015
Merge PR #283 (max city height) into jgrpp
3 years ago
Jonathan G Rennison
24834c86f7
Allow changing max town height level setting in-game (for town founding)
3 years ago
Andreas Schmitt
5fe1963feb
Lower minimum to 2
3 years ago
Andreas Schmitt
a17efcd7d5
Introduce setting for a max height level for towns
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Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.
This change allows the player to specify that the towns should be generated in the valleys.
3 years ago
Jonathan G Rennison
073d3bb88c
Merge PR #272 (public roads) into jgrpp
3 years ago
Andreas Schmitt
c475fb12c0
Add sanity check
3 years ago
Andreas Schmitt
7a0150735e
Adjust the cost function again for better bridge and tunnel use
3 years ago
Andreas Schmitt
d4fd7f62d1
Build a couple of cycles in the network by connecting each town to the three closest ones in its network
3 years ago
Jonathan G Rennison
f53ed56200
Increase bridge/tunnel per-tile cost
3 years ago
Jonathan G Rennison
3a67065332
Add a build public roads button to the scenario editor
3 years ago
Jonathan G Rennison
9683676df1
Use GetTileMaxZ for slope cost check to avoid overly penalising foundations
3 years ago
Jonathan G Rennison
5e7b8ccd43
Only calculate input points once in IsBlockedByPreviousBridgeOrTunnel
3 years ago
Jonathan G Rennison
90e75871ad
Fix bridge/tunnel building not using DC_AUTO
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This could result in existing infrastructure being removed at
the bridge/tunnel far end
3 years ago
Jonathan G Rennison
724474e435
Use MayTownBuildBridgeType/BSCF_NOT_AVAILABLE_TOWN for bridge type check
3 years ago
Jonathan G Rennison
96bfcd587b
Fix signedness mismatch warning in tunnel length check
3 years ago
Andreas Schmitt
a3d1b916d1
Limit tunnel length at the proper place
3 years ago
Andreas Schmitt
3e771dc18d
Revert bug inducing change
3 years ago
Andreas Schmitt
b175203d54
Add comment
3 years ago
Andreas Schmitt
a73cb99695
Do not build bridges with additional specs
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Prior to this change, additional bridge sets like modular bridges would be used.
Those might not be suitable for public roads. Those bridges should be left to the player.
3 years ago
Andreas Schmitt
198ef11a2b
Force the pathfinder to build serpentine roads
3 years ago
Jonathan G Rennison
bd41cb618a
Allow using and building trivial foundations
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(3 corners raised and 2 opposite corners raised)
3 years ago
Jonathan G Rennison
0f336bba57
Give bridges over the sea a more generous length limit
3 years ago
Jonathan G Rennison
bfdabf4cb2
Allow building on coast tiles
3 years ago
Jonathan G Rennison
63534f97bd
Make bridges and tunnels significantly more costly
3 years ago
Jonathan G Rennison
a6f7478873
Adjust comment for BASE_COST_PER_TILE
3 years ago
Jonathan G Rennison
d182b0b138
Remove "using namespace std"
3 years ago
Jonathan G Rennison
1647f9a616
Avoid redundant calls to DistanceManhattan in town_network_distance
3 years ago
Jonathan G Rennison
e95447edac
Avoid unnecessarily converting lambda to std::function
3 years ago
Jonathan G Rennison
e46fb1aa99
Fix loading of build public roads setting from JokerPP savegames
3 years ago
Jonathan G Rennison
1732e0a366
Remove trailing whitespace
3 years ago
Andreas Schmitt
ac8da77d0b
Fixing a stupid error
3 years ago
Andreas Schmitt
35a98fae7d
Try and fix another assertion failure
3 years ago
Andreas Schmitt
a6dae1426c
Re-implement the cost function
3 years ago