Commit Graph

50488 Commits (bb3ee135d87cc763aa00701ea0769631e4502086)
 

Author SHA1 Message Date
Michael Lutz 937d60f239
Fix #8774: Black screenshots when using 40bpp-blitter. (#8791)
This affected all screenshot types that render to an off-screen
buffer and don't copy the actual screen contents.
3 years ago
Jonathan G Rennison ea2a3b591d Documentation: Update low level changes 3 years ago
translators 95462493ef Update: Translations from eints
english (us): 4 changes by 2TallTyler
italian: 4 changes by troccoli
serbian: 251 changes by nkrs
german: 6 changes by ebla71, 2 changes by Wuzzy2
romanian: 3 changes by ALEX11BR
russian: 11 changes by Ln-Wolf
ukrainian: 2 changes by StepanIvasyn
lithuanian: 15 changes by devbotas
spanish: 2 changes by perezdidac
3 years ago
Jonathan G Rennison 2df9c97884 Revert "Change: Zero out the gameloop timers when the game is paused"
This reverts commit 64686b53ff.
3 years ago
Jonathan G Rennison f81c71e15b OpenGL: Temporarily reduce OpenGL driver priorities 3 years ago
Jonathan G Rennison 84a7ab180e Merge branch 'master' into jgrpp
# Conflicts:
#	src/company_cmd.cpp
#	src/lang/greek.txt
#	src/table/settings.ini
3 years ago
Jonathan G Rennison fdfd9753d6 Fix tree shading with 40bpp blitter 3 years ago
Jonathan G Rennison f4e29071be Merge tag '1.11.0-beta2' into jgrpp
# Conflicts:
#	.github/workflows/ci-build.yml
#	.github/workflows/release.yml
#	CMakeLists.txt
#	src/blitter/32bpp_optimized.cpp
#	src/debug.cpp
#	src/gfx.cpp
#	src/gfx_func.h
#	src/lang/czech.txt
#	src/lang/english.txt
#	src/lang/italian.txt
#	src/lang/swedish.txt
#	src/lang/ukrainian.txt
#	src/network/network_server.cpp
#	src/os/windows/crashlog_win.cpp
#	src/os/windows/win32.cpp
#	src/pathfinder/follow_track.hpp
#	src/screenshot.cpp
#	src/settings_type.h
#	src/spritecache.cpp
#	src/vehicle_gui.cpp
#	src/video/sdl2_v.cpp
#	src/video/video_driver.cpp
#	src/video/video_driver.hpp
#	src/video/win32_v.cpp
3 years ago
Jonathan G Rennison b9332ee62c Zstd: Change package status to recommended 3 years ago
Michael Lutz c656633bea Fix #8775: [Win32] Don't create the main window when alt-tabbing back into fullscreen. 3 years ago
Michael Lutz b7a44983b4 Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen. 3 years ago
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.
3 years ago
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.
3 years ago
Patric Stout a0c298a539 Fix: three max-values for settings could exceed their storage size 3 years ago
Patric Stout abac4b1758
Fix c4df0f95: bootstrap was only showing a black screen (#8788)
The bootstrap has the _switch_mode to SM_MENU, and never leaves
this mode. Neither is it considered a modal window (while in some
sense it really is). So .. we need to add another "draw anyway"
exception, to make sure bootstrap is being drawn.
3 years ago
Limyx826 47e899cf75 Add: Malaysia Ringgit as Currency
Cause why not

*Update the formating
3 years ago
Charles Pigott 64686b53ff Change: Zero out the gameloop timers when the game is paused 3 years ago
Charles Pigott ef5cea0e06 Change: De-limit framerate window's framerate 3 years ago
glx22 cd4c8ecbf3 Add: [Actions] Allow partial cache invalidation on dependencies change 3 years ago
Owen Rudge 838fd61f29 Fix: [OSX] Hide dock when entering fullscreen 3 years ago
Jonathan G Rennison 44d786d8ce MinGW: Fix define fallback for missing SHGFP_TYPE_CURRENT 3 years ago
Jonathan G Rennison a7ed477185 Log savegame compression format used at debug level sl 3 3 years ago
translators 02e7bc7e0a Update: Translations from eints
swedish: 4 changes by kustridaren
norwegian (bokmal): 3 changes by buzzCraft
spanish (mexican): 12 changes by absay
korean: 4 changes by telk5093
greek: 85 changes by sntovas
german: 4 changes by MagnumSociety
catalan: 5 changes by J0anJosep
tamil: 16 changes by Ramesh78dev
dutch: 4 changes by rcpaul
polish: 5 changes by pAter-exe
3 years ago
Jonathan G Rennison edeced8fce Zstd: Enable zstd for autosaves
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
3 years ago
Jonathan G Rennison c2ae7580e0 Zstd: Use zstd for network joins if supported at both ends
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
3 years ago
Jonathan G Rennison 922e8554de Zstd: Fix infinite loop when input exhausted 3 years ago
Jonathan G Rennison ee7f5ad44f Zstd: Indentation fixes 3 years ago
dP b284d34277 Add: Support Zstandard(zstd) savegame compression
(cherry picked from commit 6f0aeaf2c5436550c93205e704624957e9abc969)
3 years ago
Jonathan G Rennison 0a31a3b923 Fix for crash when exiting whilst NewGRF scan still in progress
See: https://github.com/OpenTTD/OpenTTD/issues/8760
3 years ago
Patric Stout f183ded9fe Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.

(cherry picked from commit c3dc27e37e)

# Conflicts:
#	src/gfx.cpp
#	src/gfx_func.h
#	src/settings_type.h
#	src/video/cocoa/cocoa_v.mm
#	src/video/video_driver.cpp
#	src/video/win32_v.cpp
3 years ago
Patric Stout 535fdb5c89 Codechange: remove _realtime_tick variable
(cherry picked from commit fe451b8dc7)

# Conflicts:
#	src/debug.cpp
#	src/debug.h
#	src/video/video_driver.cpp
3 years ago
Patric Stout 3744d71b13 Codechange: replace _realtime_tick with std::chrono for mouse events
(cherry picked from commit 853bfc3562)
3 years ago
Patric Stout d4f208d9c1 Codechange: [Network] replace _realtime_tick with std::chrono
(cherry picked from commit 53c28a8ec9)
3 years ago
Patric Stout 729df75d3e Fix: [Network] don't desync if client leaves before you finish downloading map
When you are downloading a map, all the commands are queued up
for you. Clients joining/leaving is done by the network protocol,
and as such are processed immediately. This means that by the
time you are processing the commands, a client that triggered
it, might already have left.

So, all commands that do something with ClientID, shouldn't
error on an invalid ClientID when DC_EXEC is set, but
gracefully handle the command anyway, to make sure the
game-state is kept in sync with all the clients that did
execute the DoCommand while the now-gone client was still
there.

Additionally, in the small chance a client disconnects between
the server validating a DoCommand and the command being
executed, also just process the command as if the client was
still there. Otherwise, lag or latency can cause clients that
did not receive the disconnect yet to desync.

(cherry picked from commit 2d9062bfc1)
3 years ago
Patric Stout c13c201f72 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.

(cherry picked from commit 13889b6554)

# Conflicts:
#	src/network/network_server.cpp
3 years ago
Patric Stout 7da90af2f4 Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.

(cherry picked from commit 8d199b1bbc)
3 years ago
Patric Stout cfa1612766 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.

(cherry picked from commit 3677418225)
3 years ago
Charles Pigott 7e39d78fc3 Fix: Vehicle list windows did not update when this year's profit changed
Remove caching from vehicle group object. and recalculate it whenever
required instead.

(cherry picked from commit 6b8f9b50b9)

# Conflicts:
#	src/vehicle_gui.cpp
3 years ago
Patric Stout 40505e645a Fix: terraform limit acted random when maxing out per_64k_frames setting
uint32 + uint32 can overflow, so cast it to uint64 first.
3 years ago
Patric Stout 25e5a92286 Fix 9b800a96: (a << 16) is unsigned, so don't remove the cast 3 years ago
Jonathan G Rennison dbbe1bb3e4 Fix trains passing signals in original acceleration with braking models 3 years ago
Patric Stout 8bc0089fc4
Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size (#8769) 3 years ago
translators 2545b24118 Update: Translations from eints
czech: 1 change by LubosKolouch
3 years ago
Charles Pigott f30f4b6892 Doc: 1.11.0-beta2 changelog 3 years ago
Patric Stout c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
3 years ago
dP 73fd634209 Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts 3 years ago
Patric Stout 2d9062bfc1 Fix: [Network] don't desync if client leaves before you finish downloading map
When you are downloading a map, all the commands are queued up
for you. Clients joining/leaving is done by the network protocol,
and as such are processed immediately. This means that by the
time you are processing the commands, a client that triggered
it, might already have left.

So, all commands that do something with ClientID, shouldn't
error on an invalid ClientID when DC_EXEC is set, but
gracefully handle the command anyway, to make sure the
game-state is kept in sync with all the clients that did
execute the DoCommand while the now-gone client was still
there.

Additionally, in the small chance a client disconnects between
the server validating a DoCommand and the command being
executed, also just process the command as if the client was
still there. Otherwise, lag or latency can cause clients that
did not receive the disconnect yet to desync.
3 years ago
Patric Stout 13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
3 years ago
Patric Stout 8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
3 years ago
Patric Stout 3677418225 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
3 years ago