Always treat empty groups as non-equal. Given that the case of both being empty is handled earlier, they cannot both be equal and empty.
Additionally if a loaded or loading set are all the same, only add one reference.
(cherry picked from commit 856ec901ca)
EffectVehicles never create news and can't be debugged, so searching for news items and windows to delete just wastes time.
(cherry picked from commit 737e3feaf0)
Also use now-established OnResize pattern for setting height of password warning widget.
(cherry picked from commit 0090431e99b8301c9e3ee14fb3435075708294d5)
This was a feature to support the original 32bpp sprite system and is no longer relevant.
(cherry picked from commit ef55cc7979)
# Conflicts:
# src/fileio.cpp
Add a constexpr constructor that ensures at compile-time that the source SDLK range matches the target range.
(cherry picked from commit 90029beb49)
# Conflicts:
# src/video/sdl2_v.cpp
# src/video/sdl_v.cpp
* Fix 2d27e8e: Update numpad keycodes for SDL2, making it usable
* Cleanup: List sdl2 numpad mappings individually
(cherry picked from commit 2559bdfa6f)
#12229 stopped updating motion_counter for non-engine parts of trains, and in doing so accidentally followed the spec for NewGRF var 46, which breaks NewGRFs that used to... accidentally work.
Make var 46 return motion_counter of the first engine, regardless of self or parent scope. This means var 46 is always in sync with the head engine, and avoids further changes to when motion_counter is updated.
(cherry picked from commit 9539b02455f672e11f3ac32302a00cffa5507770)
The class limit is arbitrary and not stored in game state.
This change prevents all entities in classes after the 255th class from being dumped into the first class.
english (au): 5 changes by krysclarke
chinese (simplified): 1 change by WenSimEHRP
catalan: 7 changes by J0anJosep
portuguese (brazilian): 27 changes by pasantoro
Aircraft can float above the ground when crashed as the counter limit to reach the ground is too low.
Instead reset the counter until the aircraft reaches the ground, then continue the timer.
(cherry picked from commit 83da886093)
greek: 5 changes by gh658804
finnish: 7 changes by hpiirai
ukrainian: 56 changes by Quantom2, 14 changes by imlystyi
latvian: 14 changes by lexuslatvia
portuguese: 14 changes by azulcosta
portuguese (brazilian): 10 changes by pasantoro
polish: 5 changes by pAter-exe
Sprite IDs are not useful information given they change don't refer to anything outside the loaded game.
Instead, include the filename and nfo line at minimum, and include action A or action 5 sprite replacement information if applicable.
If the small font is set to a larger size than the normal font for some reason, viewport signs would be drawn incorrect as the area marked dirty only considered the normal size font.
swedish: 6 changes by joeax910
norwegian (bokmal): 2 changes by eriksorngard
chinese (simplified): 2 changes by WenSimEHRP
dutch: 2 changes by Afoklala
Aircraft can float above the ground when crashed as the counter limit to reach the ground is too low.
Instead reset the counter until the aircraft reaches the ground, then continue the timer.
english (us): 2 changes by 2TallTyler
finnish: 2 changes by hpiirai
ukrainian: 2 changes by Quantom2
danish: 2 changes by beruic
portuguese (brazilian): 22 changes by pasantoro
english (au): 2 changes by krysclarke
swedish: 2 changes by joeax910
greek: 2 changes by gh658804
russian: 3 changes by its5Q
catalan: 2 changes by J0anJosep
spanish: 2 changes by MontyMontana
portuguese: 2 changes by azulcosta
portuguese (brazilian): 27 changes by pasantoro
polish: 2 changes by pAter-exe
Now that the default font =/= sprite font, there is a different way to invoke the sprite font, and default size applies to default (not sprite).
Also, interface scaling now affects the font size.
english (au): 1 change by krysclarke
norwegian (bokmal): 1 change by eriksorngard
spanish (mexican): 32 changes by rgonzalez-py
english (us): 3 changes by 2TallTyler
russian: 3 changes by Ln-Wolf
ukrainian: 18 changes by StepanIvasyn
lithuanian: 6 changes by dziugas1959
portuguese (brazilian): 11 changes by pasantoro
The server sends shutdown and newgame (reboot) packets to any connected client.
This can be useful, so you can tell clients that are trying to join that the
server is restarting. However, that means that packets can be sent before a
version check has been done.
So, these packets should be in the stable packet range instead of the one that
is unstable and guarded by a version check.
english (au): 2 changes by krysclarke
vietnamese: 1 change by KhoiCanDev
chinese (simplified): 9 changes by WenSimEHRP
greek: 152 changes by gh658804
russian: 3 changes by Ln-Wolf
finnish: 2 changes by hpiirai
ukrainian: 9 changes by StepanIvasyn
danish: 2 changes by bscargo
portuguese: 5 changes by azulcosta
portuguese (brazilian): 35 changes by pasantoro
vietnamese: 1 change by KhoiCanDev
chinese (simplified): 1 change by WenSimEHRP
ukrainian: 11 changes by StepanIvasyn
catalan: 1 change by J0anJosep
danish: 1 change by bscargo
dutch: 3 changes by Afoklala
portuguese (brazilian): 58 changes by pasantoro
When hovering a tile containing a station, show existing coverage for
that station even when adjacent to a different station.
Co-authored-by: Peter Nelson <peter@fuzzle.org>
english (au): 1 change by krysclarke
norwegian (bokmal): 1 change by eriksorngard
english (us): 1 change by 2TallTyler
korean: 3 changes by telk5093
german: 1 change by Wuzzy2
finnish: 3 changes by hpiirai
ukrainian: 12 changes by StepanIvasyn
portuguese (brazilian): 81 changes by pasantoro
polish: 1 change by pAter-exe
english (us): 2 changes by 2TallTyler
vietnamese: 2 changes by KhoiCanDev
german: 2 changes by Wuzzy2
ukrainian: 2 changes by StepanIvasyn
portuguese (brazilian): 9 changes by pasantoro
english (au): 2 changes by krysclarke
norwegian (bokmal): 2 changes by eriksorngard
chinese (simplified): 31 changes by lysinelai
greek: 7 changes by Xertoveizer
ukrainian: 14 changes by StepanIvasyn
danish: 2 changes by bscargo
lithuanian: 15 changes by dziugas1959
spanish: 2 changes by MontyMontana
french: 2 changes by glx22
portuguese (brazilian): 52 changes by pasantoro
polish: 2 changes by pAter-exe
Cache curve speed modifier and max curve speed are both 16 bit values so can be stored in 16 bit types instead of 32 bit types.
(cherry picked from commit 3fc7b3b9a0)
The cargo type will be forced to the first available type (usually passengers) instead of the engine being disabled.
(cherry picked from commit 88cf99017a)
Replace both group list implementations (vehicle group list and company colour group list) with a single implementation, using a struct to hold the group and indentation level instead of two separate lists. Parts that were previously duplicated are now shared.
This simplifies the handling of variables.
`ChooseShipTrack` is called upon entering `tile`, and looking further back to the caller, it can be deduced that `v->tile` matches `src_tile`. With that said, `enterdir` can also be removed, as it's not used anywhere else.
`CreateRandomPath` and `GetRandomFollowUpTrackdir` is being fed `src_tile` as it's 2nd parameter. This could be eliminated, as `v` is also being passed to it. Just use `v->tile` in those functions.
norwegian (bokmal): 11 changes by eriksorngard
chinese (simplified): 1 change by WenSimEHRP
finnish: 23 changes by hpiirai
ukrainian: 21 changes by StepanIvasyn
danish: 32 changes by bscargo
spanish: 6 changes by MontyMontana
portuguese (brazilian): 50 changes by pasantoro
english (au): 45 changes by krysclarke
norwegian (bokmal): 256 changes by eriksorngard
welsh: 41 changes by Ansbaradigeidfran
english (us): 45 changes by 2TallTyler
russian: 11 changes by Ln-Wolf
finnish: 18 changes by hpiirai
ukrainian: 20 changes by StepanIvasyn
catalan: 167 changes by J0anJosep
danish: 11 changes by bscargo
spanish: 35 changes by lrlopez
french: 41 changes by ottdfevr
portuguese: 44 changes by jcteotonio
portuguese (brazilian): 168 changes by pasantoro
Adds missing characters for Chuvash and Serbian translations. Adds support for combining diacritics (needed for for Cyrillic es with accent) and corrects miscoded Cyrillic es with descender.
This mainly as they are not expected to fail, or give more information
than the other targets already would. And this is just hogging up
the CI pipeline. On average, these targets take ~80 CPU-minutes to
finish.
Autobuild also fetches dependencies and other things, while those
are already ready on the system. This seems to cost ~1 minutes,
for no actual good reason.
swedish: 7 changes by joeax910
norwegian (bokmal): 242 changes by eriksorngard
welsh: 609 changes by Ansbaradigeidfran
english (us): 3 changes by 2TallTyler
chinese (simplified): 1 change by WenSimEHRP
ukrainian: 21 changes by StepanIvasyn
latvian: 1 change by lexuslatvia
dutch: 1 change by Jaws3rd
esperanto: 53 changes by legoscia
portuguese (brazilian): 19 changes by pasantoro
An off-by-one in EnsureVisibleCaption causes the minimum visible caption height to be 13 scaled pixels and 1 unscaled pixel. At 1x interface scale, this 'happens' to be the complete height of a caption, but at other interface scales it is not.
Instead of using a scaled fixed value, correct the off-by-one and just use the window's actual caption height instead.
english (au): 1 change by krysclarke
norwegian (bokmal): 545 changes by eriksorngard
chinese (traditional): 75 changes by wpi3
galician: 24 changes by pvillaverde
chinese (simplified): 1 change by WenSimEHRP
russian: 1 change by Ln-Wolf
finnish: 4 changes by hpiirai
ukrainian: 16 changes by StepanIvasyn
catalan: 1 change by J0anJosep
danish: 1 change by bscargo
french: 3 changes by ottdfevr
portuguese: 1 change by azulcosta
esperanto: 203 changes by legoscia
portuguese (brazilian): 21 changes by pasantoro
polish: 1 change by pAter-exe
From macos-14, vcpkg is no longer installed on the runner-image.
It stands to reason that this will also roll out to new images
for other OSes. To be pre-emptive about it, start using our own
cloned vcpkg for all targets.
Normally "cargo install" will use the latest dependencies, but
this causes an issue with "dump_syms". Use "--locked" makes sure
we use the dependency versions as indicated by "dump_syms", instead
of the latest version.
chinese (simplified): 27 changes by WenSimEHRP
korean: 2 changes by telk5093
greek: 42 changes by Xertoveizer
indonesian: 32 changes by tsaqibfs
slovak: 184 changes by ApplePie420
danish: 2 changes by bscargo
latvian: 2 changes by lexuslatvia
dutch: 2 changes by Afoklala
portuguese: 16 changes by jcteotonio
portuguese (brazilian): 77 changes by pasantoro
chinese (simplified): 2 changes by WenSimEHRP
luxembourgish: 2 changes by phreeze83
hungarian: 2 changes by PstasDev
german: 2 changes by Wuzzy2
ukrainian: 10 changes by StepanIvasyn
slovak: 197 changes by ApplePie420
catalan: 2 changes by J0anJosep
portuguese (brazilian): 35 changes by pasantoro
english (au): 2 changes by krysclarke
vietnamese: 1 change by KhoiCanDev
estonian: 4 changes by RM87
russian: 8 changes by Ln-Wolf
ukrainian: 27 changes by StepanIvasyn
slovak: 34 changes by palsoft333
tamil: 41 changes by Aswn
spanish: 4 changes by MontyMontana
portuguese (brazilian): 72 changes by pasantoro
polish: 3 changes by pAter-exe
Avoid iterating all towns and industries when updating station catchment, and scan a limited portion of the map instead.
This provides a modest performance benefit when many towns/industries exist.
chinese (simplified): 2 changes by WenSimEHRP
russian: 1 change by Ln-Wolf
ukrainian: 9 changes by StepanIvasyn
portuguese (brazilian): 66 changes by pasantoro
chinese (simplified): 6 changes by WenSimEHRP
serbian: 16 changes by nkrs
ukrainian: 1 change by StepanIvasyn
portuguese (brazilian): 234 changes by pasantoro
estonian: 166 changes by siimsoni, 22 changes by RM87
chinese (simplified): 6 changes by WenSimEHRP
serbian: 172 changes by nkrs
ukrainian: 11 changes by StepanIvasyn
spanish: 1 change by MontyMontana
portuguese (brazilian): 149 changes by pasantoro
When using the sprite picker the screen is redrawn so that the sprites under the mouse cursor can be captured. This redraw also caused the sprite aligner window to be redrawn before the OnInvalidateData event that updates its scrollbars with the list count.
chinese (simplified): 26 changes by WenSimEHRP
korean: 5 changes by telk5093
dutch: 9 changes by Afoklala
portuguese (brazilian): 25 changes by pasantoro
hungarian: 96 changes by titanicbobo, 11 changes by pnpBrumi
ukrainian: 19 changes by StepanIvasyn
latvian: 1 change by lexuslatvia
spanish: 9 changes by MontyMontana
portuguese (brazilian): 94 changes by pasantoro
Avoid iterating all towns and industries when updating station catchment, and scan a limited portion of the map instead.
This provides a modest performance benefit when many towns/industries exist.
(cherry picked from commit c28762019ee4c0a60815b2c4df433a0d9bc82094)
english (us): 9 changes by 2TallTyler
chinese (simplified): 10 changes by WenSimEHRP
luxembourgish: 21 changes by phreeze83
greek: 11 changes by Xertoveizer
hungarian: 60 changes by titanicbobo
german: 37 changes by frosch123
french: 9 changes by Bulest
portuguese (brazilian): 74 changes by pasantoro
polish: 5 changes by pAter-exe
english (au): 1 change by krysclarke
swedish: 1 change by niklasva
chinese (simplified): 6 changes by WenSimEHRP
korean: 21 changes by telk5093
hungarian: 1 change by PstasDev
italian: 1 change by Rivarossi
belarusian: 7 changes by KorneySan
russian: 7 changes by Ln-Wolf, 3 changes by KorneySan
catalan: 9 changes by J0anJosep
danish: 7 changes by bscargo
french: 7 changes by ottdfevr
portuguese: 1 change by jcteotonio
hindi: 2 changes by michaelsmassey
portuguese (brazilian): 115 changes by pasantoro
polish: 1 change by pAter-exe
Remap sprites start with a count byte followed by 256 entries, but
SetupColoursAndInitialWindow did not take account of this extra byte and
therefore started at palette index 0xC5 instead of 0xC6. This caused the
first colour of each gradient to be incorrect and all shades were actually
1 step lower in the gradient than indicated.
Some windows resize themselves during painting and issue ReInit(). In this case deferred OnResize() causes a visible glitch as the event is handled on the next redraw.
english (au): 6 changes by krysclarke
swedish: 19 changes by sereneavatar
estonian: 30 changes by RM87
chinese (simplified): 3 changes by Kevin-mao0721
hungarian: 60 changes by titanicbobo
italian: 6 changes by Rivarossi
russian: 3 changes by Ln-Wolf, 3 changes by KorneySan
finnish: 6 changes by hpiirai
ukrainian: 7 changes by StepanIvasyn
latvian: 6 changes by lexuslatvia
portuguese: 37 changes by azulcosta
portuguese (brazilian): 19 changes by pasantoro
polish: 6 changes by SzyZuu
vietnamese: 3 changes by KhoiCanDev
chinese (simplified): 5 changes by WenSimEHRP
hungarian: 63 changes by titanicbobo
belarusian: 47 changes by KorneySan
finnish: 2 changes by hpiirai
ukrainian: 25 changes by StepanIvasyn
danish: 38 changes by bscargo
portuguese (brazilian): 158 changes by pasantoro
english (au): 2 changes by krysclarke
spanish (mexican): 149 changes by Can202
estonian: 11 changes by RM87
chinese (simplified): 18 changes by WenSimEHRP
hungarian: 2 changes by PstasDev
italian: 195 changes by Rivarossi
serbian: 42 changes by nkrs
german: 2 changes by Wuzzy2
belarusian: 537 changes by KorneySan
russian: 25 changes by KorneySan
ukrainian: 21 changes by StepanIvasyn
turkish: 14 changes by jnmbk
latvian: 2 changes by lexuslatvia
dutch: 1 change by iamthedutchdude
spanish: 15 changes by MontyMontana
french: 2 changes by ottdfevr
portuguese: 2 changes by jcteotonio, 2 changes by azulcosta
portuguese (brazilian): 149 changes by pasantoro
polish: 2 changes by pAter-exe
english (us): 24 changes by 2TallTyler
vietnamese: 13 changes by KhoiCanDev
estonian: 7 changes by RM87
german: 16 changes by Wuzzy2
belarusian: 328 changes by KorneySan
russian: 6 changes by KorneySan, 5 changes by Ln-Wolf
ukrainian: 9 changes by StepanIvasyn
catalan: 18 changes by J0anJosep
danish: 61 changes by bscargo
french: 8 changes by ottdfevr
portuguese: 29 changes by jcteotonio, 12 changes by azulcosta
portuguese (brazilian): 185 changes by pasantoro
polish: 1 change by pAter-exe
a258833 fixed a bug but as a result causes the station list to be rebuilt every time (once per game tick) a vehicle loads/unloads.
Instead just mark the window for redraw.
(cherry picked from commit f20d241e81)
english (au): 12 changes by krysclarke
chinese (simplified): 84 changes by WenSimEHRP
russian: 13 changes by Ln-Wolf
finnish: 12 changes by hpiirai
ukrainian: 12 changes by StepanIvasyn
latvian: 19 changes by lexuslatvia
french: 1 change by ZarTek-Creole
portuguese (brazilian): 169 changes by pasantoro
polish: 12 changes by pAter-exe
english (au): 2 changes by krysclarke
korean: 5 changes by telk5093
russian: 2 changes by Ln-Wolf
tamil: 45 changes by Aswn
portuguese: 1 change by azulcosta
hindi: 85 changes by NisheshTyagi
portuguese (brazilian): 119 changes by pasantoro
a258833 fixed a bug but as a result causes the station list to be rebuilt every time (once per game tick) a vehicle loads/unloads.
Instead just mark the window for redraw.
Add a bitmap of used pool slots which allows finding a free pool slot without having to check if each index is already used or not.
Loosely based on a JGRPP patch.
welsh: 5 changes by Ansbaradigeidfran
estonian: 108 changes by siimsoni, 50 changes by RM87
luxembourgish: 276 changes by phreeze83
hungarian: 81 changes by PstasDev
indonesian: 6 changes by tsaqibfs
italian: 191 changes by AlphaJack
bulgarian: 118 changes by lamarin1
ukrainian: 16 changes by StepanIvasyn
tamil: 408 changes by Aswn
turkish: 43 changes by metsysma
esperanto: 103 changes by JadedCtrl
portuguese (brazilian): 57 changes by pasantoro
polish: 61 changes by pAter-exe
swedish: 1 change by SpamixOfficial
welsh: 280 changes by Ansbaradigeidfran
vietnamese: 245 changes by myquartz
estonian: 1 change by siimsoni
czech: 64 changes by LubosKolouch, 29 changes by adamek0202
arabic (egypt): 17 changes by AviationGamerX
luxembourgish: 247 changes by phreeze83
hungarian: 9 changes by nemesbala
indonesian: 21 changes by tsaqibfs, 19 changes by K4smun1
italian: 13 changes by AlphaJack
hebrew: 20 changes by Boltyansky
bulgarian: 107 changes by lamarin1
finnish: 4 changes by lanurmi
ukrainian: 18 changes by StepanIvasyn
catalan: 1 change by arnaullv
turkish: 120 changes by metsysma, 43 changes by EndChapter
danish: 23 changes by mamure, 23 changes by bscargo
dutch: 1 change by Jaws3rd
french: 1 change by Lishouuu
portuguese (brazilian): 362 changes by pasantoro
polish: 60 changes by pAter-exe
english (au): 1 change by krysclarke
english (us): 1 change by 2TallTyler
czech: 74 changes by adamek0202
chinese (simplified): 3 changes by WenSimEHRP
luxembourgish: 42 changes by phreeze83
korean: 1 change by telk5093
german: 1 change by Wuzzy2
romanian: 19 changes by ALEX11BR
russian: 1 change by Ln-Wolf
finnish: 6 changes by lanurmi
ukrainian: 13 changes by StepanIvasyn
turkish: 26 changes by metsysma
danish: 18 changes by bscargo
latvian: 3 changes by lexuslatvia
portuguese: 1 change by azulcosta
portuguese (brazilian): 273 changes by pasantoro
swedish: 132 changes by sereneavatar
spanish (mexican): 31 changes by absay
english (us): 2 changes by 2TallTyler
czech: 6 changes by Caesar008
arabic (egypt): 76 changes by AviationGamerX
turkish: 91 changes by metsysma
danish: 9 changes by mamure
portuguese: 9 changes by azulcosta
portuguese (brazilian): 253 changes by pasantoro
polish: 14 changes by pAter-exe
english (au): 2 changes by krysclarke
swedish: 307 changes by sereneavatar
galician: 127 changes by pvillaverde
romanian: 165 changes by bnegrut
spanish: 8 changes by MontyMontana
portuguese: 89 changes by azulcosta
portuguese (brazilian): 335 changes by pasantoro
`supp_cargoes` and `cust_cargoes` actually contains a column index, however this index is always stored at the indexed position...
Replace with a bitmask instead, which stores if the column indices are linked.
* Codechange: Don't scan vehicle pool to find targeting disaster vehicle when deleting any vehicle.
When deleting a vehicle, the vehicle pool is scanned to find a targetting disaster vehicle. With lots of vehicles this can take some time, especially when deleting multiple consecutive vehicles.
Disasters vehicles can actually only target road vehicles. Store the DisasterVehicle index in the road vehicle, so that no pool scan is necessary.
* Change: Small UFOs no longer target a vehicle which is already a target.
This matches original TTD drawing behaviour, which is what the original baseset sprites are designed for, and avoids alignment issues (which are more problematic with high detail 4x sprites.)
galician: 85 changes by pvillaverde
estonian: 1 change by RM87
czech: 7 changes by JakMel
chinese (simplified): 1 change by WenSimEHRP
korean: 10 changes by telk5093
german: 191 changes by Wuzzy2
romanian: 122 changes by bnegrut
russian: 29 changes by Ln-Wolf
catalan: 28 changes by J0anJosep
french: 6 changes by glx22
portuguese (brazilian): 252 changes by pasantoro
As we now use HTTPS, it is very likely this will work on most systems.
For systems that do have HTTPS blocked, it will fail instantly,
and it will fallback to TCP anyway. That makes this setting no longer
very useful.
swedish: 1 change by SpamixOfficial
english (us): 7 changes by 2TallTyler
galician: 123 changes by pvillaverde
estonian: 5 changes by RM87
czech: 46 changes by justidan4
romanian: 19 changes by ALEX11BR
russian: 13 changes by gisterecis
finnish: 6 changes by rikkerton
catalan: 188 changes by J0anJosep
turkish: 29 changes by densxd
latvian: 7 changes by lexuslatvia
portuguese: 33 changes by azulcosta
portuguese (brazilian): 546 changes by pasantoro
polish: 24 changes by pAter-exe
Extend bb sprite south for comparisons, but only for vehicles underneath
This is to avoid creating sprite sorting problems for vehicles
on top of the bridge
Adjust ParentSpriteToDraw struct
english (au): 7 changes by krysclarke
galician: 1 change by pvillaverde
chinese (simplified): 3 changes by WenSimEHRP
italian: 29 changes by Giredson
german: 53 changes by MagnumSociety
ukrainian: 37 changes by StepanIvasyn
dutch: 7 changes by rcpaul
spanish: 144 changes by MontyMontana
french: 4 changes by Lishouuu
portuguese: 48 changes by azulcosta
portuguese (brazilian): 156 changes by pasantoro
polish: 22 changes by azabost, 6 changes by pAter-exe
galician: 25 changes by pvillaverde
czech: 182 changes by justidan4
hungarian: 31 changes by titanicbobo, 13 changes by Norodix
indonesian: 27 changes by tsaqibfs
german: 58 changes by UnsuspiciousGooball
russian: 18 changes by Ln-Wolf
finnish: 6 changes by hpiirai, 5 changes by lanurmi
ukrainian: 39 changes by StepanIvasyn
turkish: 3 changes by metsysma
danish: 55 changes by mamure, 6 changes by bscargo
dutch: 111 changes by Afoklala, 2 changes by robert5800
spanish: 196 changes by MontyMontana
portuguese: 4 changes by azulcosta
portuguese (brazilian): 148 changes by pasantoro
polish: 42 changes by pAter-exe, 16 changes by azabost
If a dropdown menu is set to persist, it will not close when an item is selected. It will close as normal if the window loses focus.
Closing the list is the responsibility of the caller.
spanish (mexican): 7 changes by Skinazo
english (us): 4 changes by 2TallTyler
czech: 37 changes by justidan4
chinese (simplified): 1 change by WenSimEHRP
finnish: 50 changes by Finjet-cyber, 22 changes by hpiirai
spanish: 13 changes by MontyMontana
french: 4 changes by ottdfevr
portuguese (brazilian): 141 changes by pasantoro
polish: 68 changes by pAter-exe
* Fix 2fd90960: Missing default vehicles and industry acceptance/production.
Some default definitions are used across multiple climate types and relied on climate-independent cargo slot even though they specified a climate-dependent cargo type.
Add MixedCargoType that indirectly allows multiple labels to be specified for these.
english (au): 4 changes by krysclarke
chinese (simplified): 21 changes by WenSimEHRP
korean: 4 changes by CoconutKR
finnish: 94 changes by hpiirai
catalan: 20 changes by J0anJosep
danish: 7 changes by bscargo
latvian: 4 changes by lexuslatvia
esperanto: 31 changes by JadedCtrl
portuguese (brazilian): 283 changes by pasantoro
polish: 75 changes by pAter-exe
Corrects line height in Windows to the exact intended pixel values, along with change of OpenTTD Sans to use tabular lining numerals and minor bugfixes.
english (au): 11 changes by krysclarke
english (us): 11 changes by 2TallTyler
galician: 3 changes by pvillaverde
chinese (simplified): 17 changes by WenSimEHRP
korean: 14 changes by telk5093
german: 78 changes by SecretIdetity
russian: 11 changes by Ln-Wolf
catalan: 23 changes by J0anJosep
danish: 2 changes by bscargo
latvian: 229 changes by lexuslatvia
french: 29 changes by glx22
portuguese: 33 changes by azulcosta
portuguese (brazilian): 28 changes by pasantoro
english (au): 3 changes by krysclarke
english (us): 3 changes by 2TallTyler
chinese (simplified): 3 changes by WenSimEHRP
korean: 4 changes by telk5093
russian: 19 changes by Ln-Wolf
latvian: 67 changes by lexuslatvia
portuguese: 3 changes by azulcosta
portuguese (brazilian): 3 changes by pasantoro
Town production effect is modelled on town acceptance (growth) effect, and so takes an original cargo slot for behaviour instead of a direct value.
NewGRF feature 0x0B, property 0x1E, takes 1 byte.
Valid values are:
- 0x00 to behave like passengers
- 0x02 to behave like mail
- 0xFF to behave like other cargo (i.e. not produced.)
If not set, town production effect is set based on the cargo label ('PASS' or 'MAIL').
Town production multiplier allows adjusting the amount of cargo produces when Town Production Effect is set, without needing to use callbacks.
NewGRF feature 0x0B (cargo), property 0x1F, accepts a 2 byte (word) value, similar to the cargo capacity multiplier property. The default value is 256 which means 100%, i.e. normal rate.
The string pointer can become invalid before the reference is
dropped, causing out-of-bound access in windows like ErrorWindow,
or News that copy 10 or 20 parameters for their internals.
Co-authored-by: Jonathan G Rennison <j.g.rennison@gmail.com>
chinese (simplified): 49 changes by WenSimEHRP
russian: 47 changes by Ln-Wolf
catalan: 71 changes by J0anJosep
dutch: 114 changes by Afoklala
portuguese: 46 changes by azulcosta
portuguese (brazilian): 29 changes by pasantoro
english (au): 5 changes by krysclarke
english (us): 5 changes by 2TallTyler
chinese (simplified): 8 changes by WenSimEHRP
korean: 5 changes by telk5093
russian: 14 changes by Ln-Wolf
latvian: 4 changes by lexuslatvia
portuguese: 11 changes by azulcosta
portuguese (brazilian): 5 changes by pasantoro
english (au): 10 changes by krysclarke
english (us): 10 changes by 2TallTyler
vietnamese: 10 changes by KhoiCanDev
chinese (simplified): 62 changes by WenSimEHRP, 4 changes by XiaoJi-Game
korean: 11 changes by telk5093
russian: 5 changes by Ln-Wolf
finnish: 32 changes by hpiirai
portuguese (brazilian): 12 changes by pasantoro
chinese (simplified): 7 changes by WenSimEHRP
russian: 24 changes by Ln-Wolf
finnish: 61 changes by hpiirai
spanish: 1 change by MontyMontana
french: 134 changes by glx22
portuguese: 22 changes by azulcosta
portuguese (brazilian): 57 changes by pasantoro
english (au): 86 changes by krysclarke
english (us): 105 changes by 2TallTyler
chinese (simplified): 29 changes by WenSimEHRP
korean: 156 changes by telk5093
russian: 4 changes by Ln-Wolf
danish: 1 change by bscargo
spanish: 132 changes by lrlopez
portuguese: 52 changes by azulcosta
portuguese (brazilian): 181 changes by pasantoro
english (au): 48 changes by krysclarke
english (us): 32 changes by 2TallTyler
vietnamese: 10 changes by KhoiCanDev
chinese (simplified): 46 changes by WenSimEHRP, 2 changes by XiaoJi-Game
korean: 58 changes by telk5093
russian: 57 changes by Ln-Wolf
finnish: 22 changes by hpiirai
catalan: 30 changes by J0anJosep
danish: 12 changes by bscargo
dutch: 45 changes by Afoklala
spanish: 214 changes by lrlopez
french: 8 changes by glx22
portuguese: 23 changes by azulcosta
portuguese (brazilian): 30 changes by pasantoro
polish: 4 changes by pAter-exe
Adds GSStoryPage::IsValidStoryPageButtonColour, GSStoryPage::IsValidStoryPageButtonFlags and GSStoryPage::IsValidStoryPageButtonCursor to the API.
Add missing enforced preconditions to validate parameters passed to MakePushButtonReference, MakeTileButtonReference and MakeVehicleButtonReference.
Fixes a crash that happens if an invalid StoryPageElementType is passed to ScriptStoryPage::NewElement.
Adds an enforced precondition that tests the validity of StoryPageElementType.
Adds GSStoryPage::IsValidStoryPageElementType to the API.
This function calls icu::BreakIterator::createLineInstance() but does not clean up after it.
Instead use a static instance that is cloned (for thread-safety) and deleted as necessary.
SetStringParameters() was called during widget tree init in the constructor.
Calls within a constructor cannot call the derived classes methods. This would result in invalid data being passed to the string system, which could then crash.
Although created not long ago, you battled to be relevant.
Sadly, GitHub Runners didn't agree with you.
You can't run node20.
And that makes you a broken legacy.
So many potential.
But here we are. Bye Linux Legacy. Thank you for being.
DecodeHexText() does more than just decoding hex. ConvertHexToBytes()
now only does pure hex decoding. This required a bit of refactoring
for the code using DecodeHexText().
english (au): 155 changes by krysclarke
norwegian (bokmal): 9 changes by v0nNemizez
english (us): 155 changes by 2TallTyler
chinese (simplified): 9 changes by WenSimEHRP
russian: 41 changes by Ln-Wolf
finnish: 1 change by hpiirai
There was an issue with the start_date parameter for AIs. It did not let Random AIs to have their configure button clickable once the game has started, and this was due to the start_date not being pushed into the config.
But now that start_date is no longer in use since #10653, this workaround can be safely removed.
Use TIC/TOC based on std::chrono instead. This information is also
easier to compare with others, as although it depends on CPU, it
means a bit more if "yours takes 4ms and mine takes 10ms".
- Please use Feature / Add / Change / Fix for player-facing changes. E.g.: "Feature: My cool new feature".
- Please use Feature / Add / Change / Fix followed by "[NewGRF]" or "[Script]" for moddable changes. E.g.: "Feature: [NewGRF] My cool new NewGRF addition".
- Please use Codechange / Codefix for developer-facing changes. E.g.: "Codefix #1234: Validate against nullptr properly".
See https://github.com/OpenTTD/OpenTTD/blob/master/CODINGSTYLE.md#commit-message for more details.
* Use curly braces and put the contained statements on their own lines (e.g., don't put them directly after the **if**).
* Opening curly bracket **{** stays on the first line, closing curly bracket **}** gets a line to itself (except for the **}** preceding an **else**, which should be on the same line as the **else**).
* When only a single statement is contained, the brackets can be omitted. In this case, put the single statement on the same line as the preceding keyword (**if**, **while**, etc.). Note that this is only allowed for if statements without an **else** clause.
* All fall throughs must be documented, using a **FALLTHROUGH** define/macro.
* Non-trivial fall throughs must be documented, using a `[[fallthrough]]` attribute.
* The NOT_REACHED() macro can be used in default constructs that should never be reached.
* Unconditional loops are written with **`for (;;) {`**
@ -180,7 +180,7 @@ switch (a) {
case 1:
DoSomething();
FALLTHROUGH;
[[fallthrough]];
case 2:
DoMore();
@ -191,7 +191,7 @@ switch (a) {
int r = 2;
DoEvenMore(a);
FALLTHROUGH;
[[fallthrough]];
}
case 4: {
@ -248,7 +248,7 @@ Templates are a very powerful C++ tool, but they can easily confuse beginners. T
* Templates are to be documented in a very clear and verbose manner. Never assume anything in the documentation.
* the template keyword and the template layout get a separate line. typenames are either "T" or preceded by a "T", integers get a single capital letter or a descriptive name preceded by "T".
* Add, Feature: Adding new stuff. Difference between "Feature" and "Add" is somewhat subjective. "Feature" for user-point-of-view stuff, "Add" for other.
* Change: Changing behaviour from user-point-of-view.
* Remove: Removing something from user-point-of-view.
* Codechange, Cleanup: Changes without intentional change of behaviour from user-point-of-view. Difference between "Codechange" and "Cleanup" is somewhat subjective.
* Fix, Revert: Fixing stuff.
* Doc, Update: Documentation changes, version increments, translator commits.
* Prepare: Preparation for bigger changes. Rarely used.
If you commit a fix for an [issue](https://github.com/OpenTTD/OpenTTD/issues), add the corresponding issue number in the form of #NNNN. Do it as well if you implement a feature with a matching entry.
Keywords can either be player-facing, NewGRF / Script author-facing, or developer-facing.
In the case of bugfixes, if you know what revision the bug was introduced (eg regression), please mention that revision as well just after the prefix. Finding the trouble-causing revision is highly encouraged as it makes backporting/branching/releases that much easier.
For player-facing changes, we have these keywords:
* Feature: Adding a significant new functionality to the game. This can be small in code-size, but is meant for the bigger things from a player perspective.
* Add: Similar to Feature, but for small functionalities.
* Change: Changing existing behaviour to an extent the player needs to know about it.
* Fix: Fixing an issue with the game (as seen by the player).
* Doc: Update to (player-facing) documentation, like in the `docs/` folder etc.
* Update: Translator commits.
To further structure the changelog, you can add sections. Example are:
* "Network" for network specific changes
* "NewGRF" for NewGRF additions
* "YAPP", "NPF", for changes in these features
* "OSX", "Debian", "win32", for OS-specific packaging changes
For NewGRF / Script author-facing changes, we use the same keywords as player-facing changes, followed by `[NewGRF]` / `[Script]` component.
This also means the commit is aimed (and worded) towards the NewGRF / Script authors, rather than players.
Further explanations, general bitching, etc. don't go into the first line. Use a new line for those.
For developer-facing changes, we have these keywords:
* Codechange: Changes to the code the player is not going to notice. Refactors, modernization, etc.
* Cleanup: Similar to Codechange, but when it is more about removing old code, rather than an actual change.
* Codefix: Fixing problems in earlier commits that the player is not actually going to notice. Wrong comments, missing files, CI changes.
If you commit a `Fix` for an [issue](https://github.com/OpenTTD/OpenTTD/issues), add the corresponding issue number in the form of #NNNNN.
In the case of `Fix`es, if you know the hash of the commit in which the bug was introduced (eg regression), please mention that hash (the first 7 characters) as well just after the keyword (or, if present, after the issue number).
Finding the trouble-causing commit is highly encouraged as it makes backporting / branching / releases that much easier.
Do not mention two keywords; if two apply, pick one that best represents the commit (for example, "Fix #123" is mostly always better than "Revert", even if both are true).
The `<details>` part starts with a capital and does not end with a dot.
Try to be descriptive to what the player will notice, not to what is actually being changed in the code.
See `changelog.txt` for inspiration.
To further structure the changelog, you can add components. Example are:
* "Network" for network specific changes.
* "NewGRF" for NewGRF additions.
* "Script" for AI / GS additions.
* "YAPF", "NPF", for changes in these features.
* "MacOS", "Linux", "Windows", for OS-specific changes.
* "CI", "CMake", for changes to the (build) infrastructure.
Further explanations, more details, etc. don't go into the first line. Use a new line for those.
Complete examples:
* Fix: [YAPF] Infinite loop in pathfinder.
* Fix #5926: [YAPF] Infinite loop in pathfinder.
* Fix 80dffae130: Warning about unsigned unary minus.
* Fix #6673, 99bb3a95b4: Store the map variety setting in the samegame.
* Revert d9065fbfbe, Fix #5922: ClientSizeChanged is only called via WndProcGdi which already has the mutex.
This is a collection of patches applied to [OpenTTD](http://www.openttd.org/)
This is a collection of features and other modifications applied to [OpenTTD](http://www.openttd.org/).
It's a separate version of the game which can be installed and played alongside the standard game, not a loadable mod (NewGRF, script, or so on).
This is mainly intended to be used by players who are already familiar with the standard game and how to play it.
It is not aimed at beginner/novice players. Some features and settings are there for very experienced players and so may have a steep learning curve.
* * *
@ -16,14 +20,14 @@ section "Licensing" below for details,
See [below](#openttd) for the original OpenTTD readme.
The thread for this patchpack can be found [here](http://www.tt-forums.net/viewtopic.php?f=33&t=73469).
See [jgrpp-changelog.md](jgrpp-changelog.md) for the changelog.
See the [wiki](https://github.com/JGRennison/OpenTTD-patches/wiki) for guides on how to use some of the included features.
See [installation.md](/installation.md) for instructions on how to install.
The TT-Forums thread for this patchpack can be found [here](http://www.tt-forums.net/viewtopic.php?f=33&t=73469).
(Nearly all of the patches which are listed below have been modified, fixed or extended in some way, and so are not the same as the originals which are linked).
#### Railways and Trains
@ -116,7 +120,6 @@ See [installation.md](/installation.md) for instructions on how to install.
* Open train vehicle details window on total cargo tab if shift pressed.
* Add news/advice setting to warn if no depot order in vehicle schedule.
* [Add buttons to collapse/expand all groups](http://www.tt-forums.net/viewtopic.php?f=33&t=74365).
* Add a menu item to the vehicle list to assign all listed vehicles to a new group.
* Add a setting to include the train length and group name in the vehicle details window.
* Add a setting for whether to open the new vehicle GUI when share-cloning.
* Add setting to disable mass action buttons for top-level vehicle lists.
@ -132,7 +135,6 @@ See [installation.md](/installation.md) for instructions on how to install.
* [Automated timetables and separation](http://www.tt-forums.net/viewtopic.php?f=33&t=46391).
* Allow clearing of timetable time fields which are at 0. Allow explicitly setting timetable time fields to 0 without clearing them.
* Allow changing/clearing the timetabled waiting time and max speed of all of a vehicle's orders at once.
* Add client setting to show the remainder ticks in timetable, after dividing to days or minutes.
* Add a company setting to control the number of ticks used in auto-fill timetable rounding.
* [Cargo type orders](https://www.tt-forums.net/viewtopic.php?p=1047749).
@ -167,7 +169,6 @@ See [installation.md](/installation.md) for instructions on how to install.
@ -508,6 +504,15 @@ Most types of add-on content can be downloaded within OpenTTD via the 'Check Onl
Add-on content can also be installed manually, but that's more complicated; the [OpenTTD wiki](https://wiki.openttd.org/) may offer help with that, or the [OpenTTD directory structure guide](./docs/directory_structure.md).
### 1.5.1) Social Integration
OpenTTD has the ability to load plugins to integrate with Social Platforms like Steam, Discord, etc.
To enable such integration, the plugin for the specific platform has to be downloaded and stored in the `social_integration` folder.
See [OpenTTD's website](https://www.openttd.org), under Downloads, for what plugins are available.
### 1.6) OpenTTD directories
OpenTTD uses its own directory structure to store game data, add-on content etc.
@ -587,6 +592,12 @@ See `src/3rdparty/catch2/LICENSE.txt` for the complete license text.
The icu scriptrun implementation in `src/3rdparty/icu` is licensed under the Unicode license.
See `src/3rdparty/icu/LICENSE` for the complete license text.
The monocypher implementation in `src/3rdparty/monocypher` is licensed under the 2-clause BSD and CC-0 license.
See `src/3rdparty/monocypher/LICENSE.md` for the complete license text.
The OpenTTD Social Integration API in `src/3rdparty/openttd_social_integration_api` is licensed under the MIT license.
See `src/3rdparty/openttd_social_integration_api/LICENSE` for the complete license text.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
@ -209,12 +209,12 @@ the array so you can quickly see what is used and what is not.
<tdclass="bits"rowspan=2><spanclass="usable"title="Graphics index">OOOO O</span><spanclass="used"title="Graphics index: 00 (exit towards NE), 01 (exit towards SE), 02 (exit towards SW), 03 (exit towards NW), 04 (drive through X), 05 (drive through Y)">XXX</span></td>
<tdclass="bits"rowspan=6><spanclass="free">O<spanclass="patch"title="Station type (extra bit)">P</span></span><spanclass="used"title="Station type">XXX</span><spanclass="free">OOO</span></td>
<tdclass="bits"rowspan=2><spanclass="free">OOO</span><spanclass="used"title="Owner of road">X XXXX</span></td>
<tdclass="bits"><spanclass="free">O</span><spanclass="patch"title="Road cached one way state">PPP</span><spanclass="used"title="Tram type">XXXX XX</span><spanclass="patch" title="Custom road stops specifications ID">PP PPPP</span></td>
<tdclass="bits"><spanclass="free">O</span><spanclass="patch"title="Road cached one way state">PPP</span><spanclass="used"title="Tram type">XXXX XX</span><spanclass="used" title="Custom road stops specifications ID">XXXXXX</span></td>
</tr>
<tr>
<tdclass="caption">road waypoint</td>
<tdclass="bits"><spanclass="used"title="Owner of tram">XXXX</span><spanclass="patch"title="Pavement type">PP</span><spanclass="patch"title="Disallow vehicles to go a specific direction (drive-through road stop)">PP</span></td>
<tdclass="bits"><spanclass="patch"title="Snow/desert present">P</span><spanclass="patch"title="Road cached one way state">PPP</span><spanclass="used"title="Tram type">XXXX XX</span><spanclass="patch" title="Custom road stops specifications ID">PP PPPP</span></td>
<tdclass="bits"><spanclass="patch"title="Snow/desert present">P</span><spanclass="patch"title="Road cached one way state">PPP</span><spanclass="used"title="Tram type">XXXX XX</span><spanclass="used" title="Custom road stops specifications ID">XXXXXX</span></td>
The default graphics chain for the primary vehicle may check the cargo states of the other ship parts if required.<br/>
Additional ship parts may be refitted individually.
<p>This requires the <spanclass="code">multi_part_ships</span> feature.</p>
<p>From version 3 of the <spanclass="code">multi_part_ships</span> feature, spritegroup loading/loaded cargo thresholds refer to the entire ship, not just the first vehicle.</p>
Set whether signals should be drawn on the opposite side of the track for the most recently defined style (defined using the <spanclass="code">define_style</span> property).
</td>
</tr>
<tr><td>style_both_sides</td><td>0 or 1</td>
<td>
Set whether signals should be drawn on both sides of the track for the most recently defined style (defined using the <spanclass="code">define_style</span> property).<br/>
If set, the <spanclass="code">signal_context_is_second</span> variable is true when drawing the second signal.<br/>
If this and <spanclass="code">style_opposite_side</span> are both set, the first signal is drawn on the opposite side and the second signal is drawn on the usual side.
</td>
</tr>
<tr><td>style_realistic_braking_only</td><td>0 or 1</td>
<td>
Set whether signals using this style may only be built when realistic braking is enabled, for the most recently defined style (defined using the <spanclass="code">define_style</span> property).
@ -722,6 +731,11 @@ item (FEAT_GLOBALVARS) {
The signal is being drawn on a tunnel entrance/exit (not a bridge)
</td>
</tr>
<tr><td>signal_context_is_second</td><td>0 or 1</td>
<td>
The second signal is being drawn (on the opposite side to the first signal), see the style_both_sides property
</td>
</tr>
<tr><td>signal_context_info</td><td></td>
<td>
Above signal context variables in one variable (all of the signals_signal_context variable)
The Action 0 Id field is not used, the value is ignored.
</p>
<p>This is indicated by the feature name: <fontface="monospace">action0_signals_style</font>, version 1</p>
<h4id="signals_style_both_sides">Set custom signal style signal drawn on both sides (mappable property: signals_style_both_sides)</h4>
<p>This applies to the most recent custom signal style defined using the <ahref="#signals_define_style">signals_define_style</a> property.<br/>
When enabled, signals using this style are drawn on both sides of the track.<br/>
Bit 9 of <ahref="#signals_signal_context">signals_signal_context</a> is set when drawing the second signal on the opposite side.</p>
<p>If this and <ahref="#signals_style_opposite_side">signals_style_opposite_side</a> are both set, the first signal is drawn on the opposite side
and the second signal is drawn on the usual side.</p>
<p>The property length is 1 byte. 0 is disabled (default). 1 is enabled.<br/>
The Action 0 Id field is not used, the value is ignored.
</p>
<p>This is indicated by the feature name: <fontface="monospace">action0_signals_style</font>, version 3</p>
<h4id="signals_style_realistic_braking_only">Set custom signal style signal requires realistic braking (mappable property: signals_style_realistic_braking_only)</h4>
<p>This applies to the most recent custom signal style defined using the <ahref="#signals_define_style">signals_define_style</a> property.<br/>
When enabled, signals using this style may only be built when realistic braking is enabled.</p>
@ -573,7 +583,7 @@
<h4id="object_use_land_ground">Object uses land ground sprite (mappable property: object_use_land_ground)</h4>
<p>This property sets whether to use the underlying ground as the object ground sprite, ignoring the ground sprite provided in the sprite layout.<br/>
When enabled, the ground sprite will be bare ground, grass, snow, desert, etc. as if it were a clear ground tile.<br/>
In edge foundation mode, the ground may be coast/shore when flooded.<br/>
In edge foundation mode, or when foundations are disabled, the ground may be coast/shore when flooded.<br/>
The property length is 1 byte. 0 is disabled (default). 1 is enabled.</p>
<p>This is indicated by the feature name: <fontface="monospace">action0_object_use_land_ground</font>, version 1</p>
<h4id="object_edge_foundation_mode">Enable object edge foundation mode (mappable property: object_edge_foundation_mode)</h4>
@ -929,6 +939,7 @@
</table>
</td></tr>
<tr><td>8</td><td>Tunnel tile</td></tr>
<tr><td>9</td><td>Second signal (being drawn on opposite side), see: <ahref="#signals_style_both_sides">signals_style_both_sides</a></td></tr>
</table>
</p>
<p>This is indicated by the feature name: <fontface="monospace">varaction2_signals_signal_context</font>, version 1</p>
@ -975,6 +986,7 @@
Additional ship parts may be refitted individually.
</p>
<p>This is indicated by the feature name: <fontface="monospace">multi_part_ships</font>, version 1</p>
<p>From version 3 of the <fontface="monospace">multi_part_ships</font> feature, Action 2 loadtypes/loadingtypes cargo thresholds refer to the entire ship, not just the first vehicle.</p>
<p><b>Callback EC008002 - Ship part name for refit window</b><br/>
This callback is called on the primary vehicle to get the name of each part of the ship (e.g. the name of each cargo hold) in the refit window.<br/>
This is not called for ships of only one part.<br/>
<tr><td>stop_type</td><td>RST_TYPE_XXX</td><td>XXX = BUS | TRUCK | WAYPOINT (<b>Not in standard specification</b>)</td></tr>
<tr><td>terrain_type</td><td>TILETYPE_XXX</td><td>XXX = NORMAL | DESERT | RAIN_FOREST | SNOW</td></tr>
<tr><td>tile_slope</td><td>SLOPE_XXX</td><td>See <ahref="https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_tile_slopes">tile slopes</a> for an overview of possible values</td></tr>
<tr><td>has_road</td><td>0 | 1</td><td>1 is this road stop has road</td></tr>
<tr><td>has_tram</td><td>0 | 1</td><td>1 is this road stop has tram</td></tr>
<tr><td>has_road</td><td>0 | 1</td><td>1 if this road stop has road</td></tr>
<tr><td>has_tram</td><td>0 | 1</td><td>1 if this road stop has tram</td></tr>
<tr><td>road_type</td><td>road type | 0xFF</td><td>Road type. If there is no road the value will be 0xFF. If the roadtype has no entry in the roadtype translation table of the GRF, this value will be 0xFF. If no translation table is present, the raw value will be returned.</td></tr>
<tr><td>tram_type</td><td>tram type | 0xFF</td><td>Tram type. If there is no tram the value will be 0xFF. If the tramtype has no entry in the tramtype translation table of the GRF, this value will be 0xFF. If no translation table is present, the raw value will be returned.</td></tr>
<tr><td>town_manhattan_dist</td><td></td><td>Manhattan distance to the associated town</td></tr>
<tr><td>random_bits</td><td>0..16777215</td><td>All random bits</td></tr>
<tr><td>random_bits_tile</td><td>0..255</td><td>Random bits (per tile), see also <ahref="https://newgrf-specs.tt-wiki.net/wiki/NML:Stations#Base_station_variables">random_bits_station</a></td></tr>
<tr><td>one_way_info<br/><b>Not in standard specification</b></td><td>RST_OWI_XXX</td><td>One-way road information of drive-through stop tile<br/>XXX = TWO_WAY | WEST_BOUND | EAST_BOUND | NO_ENTRY</td></tr>
<tr><td>one_way_info_inferred<br/><b>Not in standard specification</b></td><td>RST_OWI_XXX</td><td>Inferred one-way road information of drive-through stop tile<br/>XXX = TWO_WAY | WEST_BOUND | EAST_BOUND | NO_ENTRY</td></tr>
<tr><td></td><td><ahref="#roadstop_road_stop_info_nearby_tiles_v2">roadstop_road_stop_info_nearby_tiles_v2</a></td><td>Road stop info of nearby tiles (v2)</td><td>Not in spec</td></tr>
<tr><td><ahref="https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/BaseStation">69</a></td><td></td><td>Information about cargo accepted in the past (BaseStation)</td><td></td></tr>
<tr><td><ahref="#roadstop_road_stop_grfid_nearby_tiles">6A</a></td><td><ahref="#roadstop_road_stop_grfid_nearby_tiles">roadstop_road_stop_grfid_nearby_tiles</a></td><td>GRFID of nearby road stop tiles</td><td></td></tr>
<tr><td><ahref="#roadstop_road_info_nearby_tiles">6B</a></td><td><ahref="#roadstop_road_info_nearby_tiles">roadstop_road_info_nearby_tiles</a></td><td>Road info of nearby plain road tiles</td><td>Not in spec</td></tr>
<tr><td></td><td><ahref="#roadstop_road_info_nearby_tiles">roadstop_road_info_nearby_tiles</a></td><td>Road info of nearby plain road tiles</td><td>Not in spec</td></tr>
</table>
<h4id="roadstop_view">Road stop view/rotation (40, or mappable variable: roadstop_view)</h4>
@ -431,7 +431,7 @@
<h4id="roadstop_road_stop_grfid_nearby_tiles">GRFID of nearby road stop tile (6A, or mappable variable: roadstop_road_stop_grfid_nearby_tiles)</h4>
<p>This has the same value as <ahref="https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Stations#GRFID_of_nearby_station_tile_.286A.29">station (feature 4) variable 6A</a>.</p>
<h4id="roadstop_road_info_nearby_tiles">Road info of nearby plain road tiles (6B, or mappable variable: roadstop_road_info_nearby_tiles)</h4>
<h4id="roadstop_road_info_nearby_tiles">Road info of nearby plain road tiles (mappable variable: roadstop_road_info_nearby_tiles)</h4>
The returned value is 0xFFFFFFFF if the selected tile isn't a plain road tile.<br/><br/>
* Fix crash when sorting by capacity in autoreplace window.
* Fix non-percentage servicing interval when using wallclock mode.
* Fix road vehicles skipping orders when using implicit orders.
* Fix setting default value for industry cargo scaling mode when loading old savegames.
* Fix setting display for industry cargo scaling.
* Fix crash which could occur when using autorenew/autoreplace wagon removal with leading engines longer than the train length limit.
* Fix crash which could occur with loading certain GRFs.
* Fix multiplayer desync when joining a server after previously loading a scenario.
* Fix keyboard input issues on Linux/SDL.
* Realistic braking:
* Fix accuracy issues with realistic acceleration and braking when a train is underpowered for ascending or descending a steep slope.
* Reduce sensitivity of train brakes overheated breakdown.
* Add setting to shorten vehicle view status text.
* Bump trunk base from commit bd7120bae41b6e7ac86c664c8220b59cd57242bb to commit 88cf99017a26f887230d2c14d057a97bbf077f7c.
### v0.59.0 (2024-05-05)
* Fix loading recent vanilla savegame versions resulting in incorrect industry cargoes.
* Fix incorrect station catchment/acceptance which could occur when an oil rig/water industry completed construction, which could cause multiplayer desyncs.
* Fix AI construction of block signals when using realistic braking.
* Fix incorrect train weights being used for calculating infrastructure sharing track fees.
* Fix vehicles leaving dots behind in viewport map mode in some cases.
* Fix NewGRF train motion animations for some NewGRFs which use articulated engines.
* Fix template-based train replacement not triggering replacements for companies nominally in debt when using the infinite money setting.
* Fix text filters in dual-pane train purchase window when using NewGRFs with variable vehicle names.
* Road vehicles no longer remaining loading when the next order is for the same station if the next order has a different required direction.
* Enable the cargo capacity/running cost sort mode in the dual pane train purchase window.
* The vehicle capacity sort modes in the build vehicle windows now take into account the selected refit cargo.
* Timekeeping:
* The day length factor setting is now enabled in wallclock timekeeping mode. This scales the economy speed, but not the calendar speed.
* Fix timing of engine preview offers in wallclock timekeeping mode.
* Scheduled dispatch:
* When using scheduled dispatch and timetable automation at the same time, vehicle lateness values are no longer reset when congestion is detected.
* The number of vehicles required text is now clarified to be an estimate.
* Further increase effect size of cargo dist effect of distance on demand setting for values greater than 100%.
* Further reduce the possibility of stuttering when playing sound effects on Windows.
* Bump trunk base from commit 3e625b5b1a81b00f774ca87b48d3e4f4e9d014c3 to commit bd7120bae41b6e7ac86c664c8220b59cd57242bb.
### v0.58.3 (2024-04-10)
* Fix stuttering when playing sound effects on Windows.
* Fix incorrect cargo payment calculations for cargo in the mail compartment of aircraft and in non-first parts of multi-part ships.
* Fix path-only signal cycle mode being ignored when using realistic braking.
* Template-based train replacement:
* Fix replacement failing when using NewGRFs with complex wagon attachment and/or start/stop restrictions.
* Fix incorrect cost estimation when using NewGRFs with complex start/stop restrictions.
* Wallclock timekeeping mode:
* Fix game units (tiles/second) being shown as tiles/day.
* Fix time units shown for past production in the industry window.
* Fix cargo dist effect of distance on demand setting for values greater than 100%. (The scaling/demand allocation algorithm has been adjusted in general).
* Fix velocity units used in cargo payments graph x-axis label.
* Fix click/tooltip alignment of cargo lines in the industry chains window.
* Fix changing sprite alignments in the sprite aligner window not being applied as expected.
### v0.58.2 (2024-03-28)
* Fix crash with some GRFs when the maximum sprite resolution setting was set to 2x.
* Fix crash which could occur when clearing a crashed road vehicle from a drive-through road stop.
* Fix crash when the autosave uses real time setting and the autosave interval were both disabled.
* Fix crash which could occur after removing road from a one-way road/tram road stop.
* Fix drawing of black text in some drop-down menus.
* Fix incorrect handling of invalid or empty dispatch schedules in the departure board window.
* Fix handling of missing last or next scheduled dispatch times.
* Fix changes to the title game zoom level when changing the UI scale setting.
* Fix vehicles leaving dots behind in viewport map mode in some cases.
* Fix incorrect sprites being shown for some GRFs.
* Fix crash in the engine preview window with certain GRFs.
* Fix road vehicles not remaining loading as expected when the next order is for the same station.
* Fix train unit numbers being incorrectly marked as in use after an autoreplace operation.
* Allow manually removing/setting train speed restrictions from the vehicle details window.
* Allow removing a vehicle from slots owned by the current company from the vehicle details window.
* Show viewport route step markers for go via station orders using a different tag.
* Add setting to show purchased land using clear tile ground sprites (dirt, grass, snow, desert, etc).
* Add ctrl-click scroll-to for stations referenced by conditional orders.
* Allow industry monthly production and transported totals to be greater than 64k.
* Allow engine reliability increases but not decreases after the no vehicles expire after year setting is reached.
* Remove setting to disable script parameter randomisation, because the feature has been removed.
* Fix signature validation for social/presence plugins.
* Bump trunk base from commit a602845d0a35331f1e012cd13ca921c6bc42b58d to commit 3e625b5b1a81b00f774ca87b48d3e4f4e9d014c3.
### v0.58.1 (2024-03-02)
* Fix multiplayer desync after joining a server with the flood from edges setting enabled.
* Fix timetabled waiting in depots.
* Fix incorrect accounting of company quarterly statistics.
* Fix trains failing to load at stations in some cases after leaving a conditional order loading loop at the previous station.
* Fix the company infrastructure window not being drawn as a company window and not being removed on company deletion.
* Fix main viewport crash or only partial redraw when changing the UI scale using the slider.
* Fix display of ships entering viewports on an aqueduct.
* Allow adding plans in the scenario editor.
* Add setting for whether to show vehicle running costs per calendar year.
* Add setting for whether to show speed before destination in vehicle status bar.
* Add setting to disable script parameter randomisation.
* Add "path signals only" mode to the signal cycle setting.
* Adjust display of period numbers in wallclock time-keeping mode.
* Stop engine reliability decay once the no vehicles expire after year setting is reached, instead of when the no vehicles expire and introduced after year settings are both reached.
* Add NewGRF custom signal style flag to draw signal sprites on both sides.
* Bump trunk base from commit 8bccb5805a94eb2acb0e581185ca34090f2b1397 to commit a602845d0a35331f1e012cd13ca921c6bc42b58d.
### v0.58.0 (2024-02-24)
* Fix crash when road vehicles change length in drive-through road stops (e.g. due to refits).
* Fix crash when showing the savegame file overwrite warning for a save with no readable version.
* Fix crash when joining a network server which used GRF custom town zones.
* Fix road vehicles being deleted in a bay road stop leaving the stop marked as occupied.
* Fix handling of airport noise/count limits in local authority permissive mode.
* Fix rail toolbar layout when polyrail button is hidden.
* Fix multi-cargo ship capacity display in the autoreplace and available ships windows.
* Fix displayed speed units in station rating tooltip.
* Fix warning messages when loading very old savegames.
* Fix crash which could occur on Windows when closing the game by closing its attached debug console.
* No longer scale displayed running costs by the day length factor, show per original year.
* Fix news message durations being scaled by the day length factor.
* Add support for vanilla unbunching.
* Add setting to only spawn primary industries.
* Reduce flickering/sprite sorting problems for vehicles and catenary diagonally underneath bridges.
* Add road vehicle stop direction to the order window manage order dropdown.
* Disable company-only zoning overlay modes in spectator mode.
* Increase pathfinding limit for river generation.
* Bump trunk base from commit 6b21368bc2fdef6877ef5930f94e85719b670a76 to commit 8bccb5805a94eb2acb0e581185ca34090f2b1397.
### v0.57.1 (2024-02-04)
* Fix crashes or rendering problems which could occur in some cases when multiple viewports were active.
* Fix not being able to change both the hour and minute in the non-text timetable time dialog.
* Fix the picker tool not selecting the specific station/waypoint in a class, in the rail station, road stop and waypoint windows.
* Fix secondary colour vehicle-type default liveries not being updated when changing the company default.
* Fix vehicles leaving pixels behind on the viewport when zoomed out and moving left in some cases.
* Prevent dragging plan lines across viewports, as this causes erratic plans.
* Routing restrictions:
* Fix slot acquire on PBS reservation end on tunnel/bridge entrance signals.
* Wait at PBS signal on signals in the middle of a reservation is now only applied when reserving through the signal in the forward direction (not backwards PBS).
* Multi-cargo ships:
* Fix build and refit with multi-cargo ships only refitting the first part.
* Fix sort by total cargo in build ship window only considering the first part.
### v0.57.0 (2024-01-30)
* Fix crashes which could occur with some NewGRFs.
* Fix crash which could occur when trying to extend an invalidated reservation when using realistic braking.
* Fix crash when updating the timetable of a late train when the total timetable duration is 0.