This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
- Fix: [ 1153926 ] All my settings in vain... IGNORED!
- Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
- Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret
- Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions
- Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes
- Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos.
- Fix: OTTD crash when opening 'add server' editbox
- CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
- Networking
- File selector issue
- Keyboard input
- Dedicated server console issue (use dedicated.cmd to open a server)
- Plus many other minor issues
- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]