Commit Graph

878 Commits

Author SHA1 Message Date
Patric Stout
05612d60ae Remove: "language" field from server/client
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
  is doing anything with this.
- flags are a bad way to represent languages, and over the years
  we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
  servername with the language it is about. This is a much more
  efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
2021-04-20 17:24:38 +02:00
Patric Stout
f0f2073006 Feature: allow a toggle to enable/disable vsync
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
2021-04-11 14:26:00 +02:00
frosch
c6781cbd44
Fix d4c3d01d: add plural form 14 to strgen. (#8999) 2021-04-10 18:09:04 +02:00
Niels Martin Hansen
49d370185b Change: Default music and sound effects volume to be lower 2021-04-09 12:18:52 +02:00
Patric Stout
13a5264438 Fix: store the recent new game_creation settings in savegames
This allows us to later on see what someone did, and makes sure
that "restart" command still knows how the game was created.
2021-03-26 12:22:32 +01:00
Patric Stout
f05e2e0d40 Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map
if it is reachable at all. But for sure it will do its atmost to
get there!
2021-03-26 12:22:32 +01:00
Patric Stout
45c2c29c35 Add: allow setting the highest mountain for heightmaps
It will add some slack to the map height limit if that was set
to auto.
2021-03-26 12:22:32 +01:00
Patric Stout
422e132845 Feature: auto-detect map height limit based on generated map
This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.

In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.

People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.

Cheats still allow you to change this value.
2021-03-26 12:22:32 +01:00
Patric Stout
1a1049bc0d Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.

Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.

Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
2021-03-26 12:22:32 +01:00
Patric Stout
70bc55cfd6 Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.

In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
2021-03-26 12:22:32 +01:00
Patric Stout
cafe4eed6e Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.

Maps can never be 100% snow, as we do not have sprites for coastal
tiles.

Internally, this calculates the best snow line height to approach
this coverage as close as possible.
2021-03-26 12:22:32 +01:00
Matt Kimber
bcb3313e13
Feature: allow setting maximum zoom level at which sprites are drawn (#8604) 2021-03-13 10:00:53 +01:00
frosch
28589db664 Fix: front/back sprites of action5 tram catenary were swapped. 2021-03-11 00:21:09 +01:00
Patric Stout
b93d7dd3cb
Add: Option to (dis-)allow accelerated video drivers. (#8819)
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08 15:42:39 +01:00
Patric Stout
74aa934441 Codechange: validate that "max" value of settings fit in their storage
This is an easy mistake to make, so protect us against making such
mistakes, by validating it doesn't happen.
2021-03-01 23:17:47 +01:00
Patric Stout
d7a70c67ba Fix: old snow_line_height had a higher maximum value than could be stored
So any old game made with this setting was overflowing anyway;
not really a lot we can do about that now.
2021-03-01 23:17:47 +01:00
Patric Stout
a0c298a539 Fix: three max-values for settings could exceed their storage size 2021-03-01 23:17:47 +01:00
Patric Stout
8bc0089fc4
Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size (#8769) 2021-02-28 21:53:14 +01:00
Patric Stout
c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
2021-02-28 18:04:51 +00:00
Michael Lutz
e1e8cc3851
Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) 2021-02-24 22:10:25 +01:00
Michael Lutz
6bcc4884c2 Add: [OpenGL] Accelerated mouse cursor drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz
e8fc050b6e Add: [OpenGL] Support for 8bpp blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz
320072c8dc Codechange: [OpenGL] Explicitly assign which framebuffer target receives the colour values. 2021-02-22 22:16:07 +01:00
Michael Lutz
821f30f735 Codechange: [OpenGL] Use GLSL version 1.50 if available. 2021-02-22 22:16:07 +01:00
Michael Lutz
90fd8f8cda Codechange: [OpenGL] Use generic vertex attributes in the shader program. 2021-02-22 22:16:07 +01:00
Michael Lutz
acf59f6b68 Codechange: [OpenGL] Use shaders to display the video buffer on screen. 2021-02-22 22:16:07 +01:00
frosch
d9b4413bc9
Codechange: rename sound ids to make more sense. (#8701) 2021-02-20 19:01:04 +01:00
Patric Stout
7996fadb91 Change: [Win32] Remove force_full_redraw and display_hz settings
These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
2021-02-20 17:08:44 +01:00
Patric Stout
fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
2021-02-19 10:43:15 +01:00
Tyler Trahan
fa88cb62e1
Fix cc39fa9: New orders are non-stop by default (#8689) 2021-02-18 18:42:28 +01:00
Michael Lutz
8bd2349ab6 Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings. 2021-02-17 21:01:21 +01:00
Michael Lutz
00c66e7096 Codechange: Allow early-load settings that are not misc settings. 2021-02-17 21:01:21 +01:00
frosch
5a1fa18509 Change: move the 'road drive side' selection to settings tree, and give it the same 'basic' visibilty as 'signal side'. 2021-02-14 23:14:07 +01:00
frosch
81e47277e7 Change: move the 'tree placer algorithm' selection to the settings tree window, and give it the same 'basic' visibility as 'in-game tree placement'. 2021-02-14 23:14:07 +01:00
Michael Lutz
22f5aeab07 Feature: Automatic UI and font zoom levels when supported by the OS. 2021-02-14 14:16:40 +01:00
Michael Lutz
a2c3197f42 Codechange: Make the settings for min/max zoom early load settings. 2021-02-14 14:16:40 +01:00
Michael Lutz
e5c3253642 Add: [OSX] Setting to disable HiDPI graphics rendering. 2021-02-14 11:50:18 +01:00
Michael Lutz
84636fc2af Codechange: Remove all remaining uses of cpp_offset. 2021-02-13 20:08:53 +01:00
Michael Lutz
7845434270 Codechange: Don't use cpp_offsetof in the save/load code.
Many of the member variables that are used in save/load are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.

Unfortunately, the trickery employed for saving linkgraph settings causes quite some
clutter in the settings ini files.
2021-02-13 20:08:53 +01:00
SamuXarick
36ab9c64ef Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' coordinate is negative 2021-02-13 19:18:41 +01:00
Michael Lutz
fa60c1f8b9
Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) 2021-01-14 21:53:06 +01:00
frosch
8dda0ec4ff Add: [NewGRF] new GUI sprites for 'rename' and 'go to location'. 2021-01-11 22:15:58 +01:00
frosch
f6abc81cf1 Fix: add missing variables to NewGRF inspect window. 2021-01-10 21:24:38 +01:00
frosch
868d84bbfc Add: [NewGRF] vehicle variable 63 to test the tracktype of the current tile against a given tracktype. 2021-01-10 21:24:38 +01:00
Charles Pigott
188bf0fbc9 Change: Remove disable_unsuitable_building setting
This setting is no longer useful, as you can now always build roads,
canals, etc.
2021-01-08 16:43:51 +01:00
Patric Stout
ef6b17baf7 Fix 2fd871e2af: load correct ending-year for old (pre 0.7) savegames
Despite what it looked like, you could never really change the
ending-year (it was always reset to 2050 on start-up). See commit
683b65ee1 for details. As a side-effect, the variable that was
suppose to store the ending-year was just zero, never containing
a real ending-year.
2021-01-08 11:17:08 +01:00
Patric Stout
d9ec8053d7 Fix #8050: ending-year of 5000000 allows you to get to year 5000001 and beyond
MAX_YEAR is set to 5000000, but having an ending-year set to the
same meant you could bypass this, and play till the uint32 wrapped.

The game can either show highscore or wrap year, not both. When
you would do both, every year you get the highscore dialog.

By changing the maximum value of ending-year to 4999999 we prevent
this issue.
2021-01-08 11:17:08 +01:00
Kuhnovic
a3a7928372
Feature: option to auto remove signals when in the way during rail construction (#8274) 2021-01-07 10:17:05 +01:00
2TallTyler
fe51051b7c Change: Default settings improved for new players 2021-01-02 19:50:22 +00:00
Michael Lutz
024a3f6259 Codechange: Use automatic memory management for language pack reading. 2020-12-27 13:19:25 +01:00