Jonathan G Rennison
32dcc0d484
Linkgraph: Fix unused expression result warning
2021-03-02 23:45:08 +00:00
Jonathan G Rennison
9ca1c04330
Build: Fix use of xmmintrin.h on non-x86 MSVC builds
2021-03-02 22:57:29 +00:00
Jonathan G Rennison
d7b76df1f5
Github: Fix revision logging in release workflow
2021-03-02 22:57:29 +00:00
Jonathan G Rennison
59741b9f3c
CMake: Fix HOST_BINARY_DIR cross compiling
2021-03-02 22:57:29 +00:00
Jonathan G Rennison
8d650f82ae
CMake: Fix OPTION_DOCS_ONLY mode
2021-03-02 21:56:13 +00:00
Jonathan G Rennison
64dd3c2a57
CMake: Set minimum zstd version to 1.4
2021-03-02 21:56:13 +00:00
Jonathan G Rennison
6482a48099
Github: Adjust version file info in release workflow
2021-03-02 20:05:35 +00:00
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.
2021-03-02 20:55:39 +01:00
Jonathan G Rennison
ea2a3b591d
Documentation: Update low level changes
2021-03-02 19:48:50 +00:00
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
2021-03-02 18:56:54 +00:00
Jonathan G Rennison
2df9c97884
Revert "Change: Zero out the gameloop timers when the game is paused"
...
This reverts commit 64686b53ff
.
2021-03-02 18:55:30 +00:00
Jonathan G Rennison
f81c71e15b
OpenGL: Temporarily reduce OpenGL driver priorities
2021-03-02 14:10:39 +00:00
Jonathan G Rennison
84a7ab180e
Merge branch 'master' into jgrpp
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# Conflicts:
# src/company_cmd.cpp
# src/lang/greek.txt
# src/table/settings.ini
2021-03-02 13:46:42 +00:00
Jonathan G Rennison
fdfd9753d6
Fix tree shading with 40bpp blitter
2021-03-02 13:38:59 +00:00
Jonathan G Rennison
f4e29071be
Merge tag '1.11.0-beta2' into jgrpp
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# 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
2021-03-02 11:59:03 +00:00
Jonathan G Rennison
b9332ee62c
Zstd: Change package status to recommended
2021-03-01 23:08:23 +00:00
Michael Lutz
c656633bea
Fix #8775 : [Win32] Don't create the main window when alt-tabbing back into fullscreen.
2021-03-01 23:41:39 +01:00
Michael Lutz
b7a44983b4
Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen.
2021-03-01 23:41:39 +01:00
Patric Stout
74aa934441
Codechange: validate that "max" value of settings fit in their storage
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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
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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
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.
2021-03-01 23:17:30 +01:00
Limyx826
47e899cf75
Add: Malaysia Ringgit as Currency
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Cause why not
*Update the formating
2021-03-01 21:56:26 +00:00
Charles Pigott
64686b53ff
Change: Zero out the gameloop timers when the game is paused
2021-03-01 21:55:51 +00:00
Charles Pigott
ef5cea0e06
Change: De-limit framerate window's framerate
2021-03-01 21:55:51 +00:00
glx22
cd4c8ecbf3
Add: [Actions] Allow partial cache invalidation on dependencies change
2021-03-01 22:41:48 +01:00
Owen Rudge
838fd61f29
Fix: [OSX] Hide dock when entering fullscreen
2021-03-01 21:03:18 +00:00
Jonathan G Rennison
44d786d8ce
MinGW: Fix define fallback for missing SHGFP_TYPE_CURRENT
2021-03-01 19:18:46 +00:00
Jonathan G Rennison
a7ed477185
Log savegame compression format used at debug level sl 3
2021-03-01 19:06:25 +00:00
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
2021-03-01 19:01:41 +00:00
Jonathan G Rennison
edeced8fce
Zstd: Enable zstd for autosaves
...
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
2021-03-01 18:59:03 +00:00
Jonathan G Rennison
c2ae7580e0
Zstd: Use zstd for network joins if supported at both ends
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See also: https://github.com/OpenTTD/OpenTTD/pull/8773
2021-03-01 18:59:03 +00:00
Jonathan G Rennison
922e8554de
Zstd: Fix infinite loop when input exhausted
2021-03-01 18:17:01 +00:00
Jonathan G Rennison
ee7f5ad44f
Zstd: Indentation fixes
2021-03-01 18:16:29 +00:00
dP
b284d34277
Add: Support Zstandard(zstd) savegame compression
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(cherry picked from commit 6f0aeaf2c5436550c93205e704624957e9abc969)
2021-03-01 18:08:28 +00:00
Jonathan G Rennison
0a31a3b923
Fix for crash when exiting whilst NewGRF scan still in progress
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See: https://github.com/OpenTTD/OpenTTD/issues/8760
2021-03-01 18:04:12 +00:00
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
2021-03-01 17:54:15 +00:00
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
2021-03-01 17:54:15 +00:00
Patric Stout
3744d71b13
Codechange: replace _realtime_tick with std::chrono for mouse events
...
(cherry picked from commit 853bfc3562
)
2021-03-01 17:54:15 +00:00
Patric Stout
d4f208d9c1
Codechange: [Network] replace _realtime_tick with std::chrono
...
(cherry picked from commit 53c28a8ec9
)
2021-03-01 17:54:15 +00:00
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
)
2021-03-01 17:54:15 +00:00
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
2021-03-01 17:54:15 +00:00
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
)
2021-03-01 17:49:03 +00:00
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
)
2021-03-01 17:49:03 +00:00
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
2021-03-01 17:49:03 +00:00
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.
2021-03-01 16:35:16 +01:00
Patric Stout
25e5a92286
Fix 9b800a96
: (a << 16) is unsigned, so don't remove the cast
2021-03-01 16:35:16 +01:00
Jonathan G Rennison
dbbe1bb3e4
Fix trains passing signals in original acceleration with braking models
2021-03-01 02:14:42 +00:00
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
translators
2545b24118
Update: Translations from eints
...
czech: 1 change by LubosKolouch
2021-02-28 19:00:53 +00:00