norwegian (bokmal): 2 changes by Anolitt
english (us): 2 changes by 2TallTyler
korean: 3 changes by telk5093
german: 2 changes by danidoedel
romanian: 35 changes by kneekoo
finnish: 2 changes by hpiirai
spanish: 4 changes by MontyMontana
french: 3 changes by glx22
portuguese: 4 changes by azulcosta
Realistic acceleration uses 4 x the mass for acceleration as braking
Use 4 x mass for realistic braking as well to match
Increase per train length braking force
Add a power-based per train length braking force
"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.
Also, use SetPIP instead of repeating a SetPadding for all but
last element.
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.
An invalid starting year causes all sorts of weird behaviour and crashes in map generation.
Now just set the appropriate setting via IConsoleSetSetting so the validation
and, if needed, clamping is performed on the starting year value.
Use an extra unused bit in m3 to boost the max number of house types from 512 to 1024. So-far everything works, construction stages and animations appear unaffacted by my hubris.
Font glyphs between 33 and 39 pixels wide, in the Win32 font system, used wrong alignment and caused glyphs to appear broken.
When in the 33 to 39 pixel range, glyphs without AA were rounded down to 32 pixel pitch, instead of up to 64 pixel pitch.
Handle printable input only when the matching WM_CHAR message is incoming.
Without an edit box, do the handling in keydown as usual to support hotkeys.
english (us): 3 changes by 2TallTyler
korean: 3 changes by telk5093
russian: 32 changes by Ln-Wolf
spanish: 1 change by JohnBoyFan
french: 4 changes by arikover
portuguese: 10 changes by azulcosta
Debian now provides a default soundfont for FluidSynth via its alternatives system.
In short, FluidSynth is configured to look for `/usr/share/sounds/sf3/default-GM.sf3` as its default soundfont, and each soundfront package (FluidR3, OPL-3, MuseScore...) may provide or override this symlink. By default, FluidSynth is installed on Debian with the `TimGM6mb` soundfont by default due to its limited size.
See https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=929185 for further details.
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
Clamping each sample value to half the available range could cause
unnecessary premature clipping with lots of sounds playing. This change
does not affect the actual volume level.
swedish: 1 change by DonaldDuck313
norwegian (bokmal): 1 change by Anolitt
english (us): 1 change by 2TallTyler
chinese (simplified): 8 changes by RichardYan314
german: 1 change by danidoedel
romanian: 115 changes by kneekoo
finnish: 1 change by hpiirai
spanish: 2 changes by MontyMontana
polish: 3 changes by yazalo
english (us): 23 changes by 2TallTyler
luxembourgish: 63 changes by phreeze83
ukrainian: 72 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
turkish: 5 changes by nullaf
english (us): 7 changes by HAJDog247
czech: 18 changes by PatrikSamuelTauchim
luxembourgish: 99 changes by phreeze83
serbian: 4 changes by nkrs
catalan: 20 changes by J0anJosep
french: 1 change by arikover
portuguese: 30 changes by azulcosta
swedish: 30 changes by kustridaren
spanish (mexican): 1 change by absay
japanese: 13 changes by Azusa257
vietnamese: 1 change by KhoiCanDev
estonian: 12 changes by siimsoni
czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl
chinese (simplified): 88 changes by clzls
arabic (egypt): 16 changes by AviationGamerX
luxembourgish: 4 changes by phreeze83
korean: 34 changes by telk5093
italian: 16 changes by AlphaJack
german: 1 change by danidoedel, 1 change by Wuzzy2
slovak: 30 changes by FuryPapaya
catalan: 35 changes by J0anJosep
tamil: 16 changes by Aswn
dutch: 32 changes by Afoklala
portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
Before this commit, it scaled to map-height-limit. Recently this
could also be set to "auto", meaning players don't really know
or care about this value.
This also means that if a player exported a heightmap and wanted
to import it again, looking like the exact same map, he did not
know what value for "highest peak" to use.
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.
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.
This setting influence the max heightlevel, and not as the name
suggests: the height of the generated map.
How ever you slice it, it is a very weird place to add this
setting, and it is better off being only in the settings menu.
Commits following this commit also make it more useful, so users
no longer have to care about it.
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.
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.
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.
With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
Also the number display is screwed in the settings gui. Same problem as my other patch. Need to compare it to what I did for the other var I did recently (tiles width around rivers to make desert go away) and fix this. This will do to start with.
chinese (simplified): 2 changes by clzls
korean: 2 changes by telk5093
slovak: 9 changes by FuryPapaya
catalan: 4 changes by J0anJosep
polish: 4 changes by pAter-exe
swedish: 1 change by kustridaren
estonian: 1 change by siimsoni
russian: 5 changes by Ln-Wolf, 3 changes by SecretIdetity
ukrainian: 7 changes by StepanIvasyn
lithuanian: 31 changes by devbotas
portuguese: 54 changes by azulcosta
english (us): 8 changes by 2TallTyler
estonian: 16 changes by siimsoni
korean: 5 changes by telk5093
italian: 32 changes by AlphaJack
german: 5 changes by Wuzzy2
danish: 15 changes by achton
lithuanian: 89 changes by devbotas
spanish: 3 changes by MontyMontana
french: 8 changes by arikover
portuguese (brazilian): 3 changes by Greavez
polish: 17 changes by yazalo, 2 changes by pAter-exe
For example, if you have a config that defines OpenGFX as baseset
but for some reason you have no basesets anymore. In that case
bootstrap downloads OpenGFX for you, but it will still show the
error that "OpenGFX was not found" after the bootstrap. This was
an error generated before the bootstrapped kicked in.
Simply muting all errors during bootstrap solves this; as we cannot
show them anyway, this is fine. Any errors that remain after
bootstrap will be generated again anyway.
There are various of ways bootstrap can fail:
- Failing network connection
- Incomplete download
- No write permissions
- Disk full
- (others I forgot)
They all result in a screen with no windows. To ensure we at least
always show something when anything bad happens, if the bootstrap
is not successful, show a screen what the next step for the human
should be.
english (us): 7 changes by 2TallTyler
estonian: 17 changes by siimsoni
hungarian: 100 changes by pnpBrumi
ukrainian: 8 changes by StepanIvasyn
dutch: 24 changes by Afoklala
spanish: 338 changes by MontyMontana
french: 29 changes by MalaGaM
portuguese (brazilian): 1 change by Greavez
This means if you execute a script from a script from a script, ..
for more than 10 times, it bails out now. This should be sufficient
for even the most complex scripts.
MaskWireBits always returns its input unchanged if the input
has only 0 or 1 track bits set.
Having only 0 or 1 track bits sets (i.e. non junction tiles)
is by far the most common case.
Examining the state of neighbouring tiles and the subsequent
masking logic is relatively expensive and can be omitted in this case.
It didn't sit well to me, how I wrote the commit initially. First
casting a variable into another, only to write it back into the
originally feels wrong.
This flow makes a bit more sense to me.
Otherwise that might cause calls to the video-driver, which are
already shut down by now. This causes, depending on the video-driver
crashes or weird effects.
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.
This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.
It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).
Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
gui_zoom was never clamp'd between zoom_min/zoom_max.
zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.
Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
v->tile for aircrafts is always zero when in the air. Only when
it starts its landing (or take-off) patterns it becomes a sane
value.
So instead, base the news on the last x/y coordinates of the plane.
english (us): 18 changes by 2TallTyler
korean: 17 changes by telk5093
german: 13 changes by danidoedel, 4 changes by Wuzzy2
finnish: 17 changes by hpiirai
catalan: 17 changes by J0anJosep
lithuanian: 33 changes by devbotas
spanish: 17 changes by MontyMontana
portuguese (brazilian): 20 changes by Greavez
polish: 9 changes by yazalo
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.