This simplifies processing nwidget parts as, unlike the remaining length, the pointer to the end of the list never changes. This is the same principle as we use(d) for tracking end instead of length for C-style strings.
And this removes 160~ instances of the lengthof() macro.
Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.
Instead, hard code the currency code list and add it when drawing the
currency name.
Having to choose between DropDownListStringItem, DropDownListCharStringItem, and DropDownListParamStringItem depending on whether to draw a StringID, a raw string, or a StringID with extra parameters was needlessly complex.
Instead, allow passing a StringID or raw string to DropDownListStringItem. This will preformat the StringID into a raw string, and can therefore accept parameters via the normal SetDParam mechanism.
This also means that strings no longer need to be formatted on every draw.
On first start-up, the game will ask if you want to participate
in our automated survey. You have to opt-in, and can easily opt-out
(via the Options) at any time.
When opt-in, whenever you exit a game, a JSON blob will be send
to the survey server hosted by OpenTTD. This JSON blob contains
information that gives a global picture of the game just played:
- What settings were used
- How many humans vs AIs
- How long the game has been played
- Basic information about the OS / CPU
All this information is kept very generic, so there is no
chance we send private information to our survey server.
Nothing in the JSON blob could identify you as a person; it
mostly tells about the game played. At any time you can see
what the JSON blob includes, by pressing the "Preview Survey
Results" button in-game.
This to prevent compilation issues between runs with and without precompiled
headers. Also remove the headers from the rest of the code base as they are
not needed there anymore, although they do relatively little harm.
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves
Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.
To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.
When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
Trying to update text widgets with free flowing multiline text during
UpdateWidgetSize(), as the final width is not yet known and so the
calculated height being incorrect, usually resulting in one or more
empty text lines.
The solution is to update the widget heights afterwards during
OnResize(), at which point the final widths are known. The window is
then resized if needed.
(Note this technique needs more attention if width can also change.)