Merge branch 'master' into jgrpp

# Conflicts:
#	src/fontcache.cpp
#	src/openttd.cpp
#	src/os/macosx/font_osx.cpp
#	src/os/unix/font_unix.cpp
#	src/os/windows/font_win32.cpp
#	src/strings.cpp
This commit is contained in:
Jonathan G Rennison
2022-10-03 20:32:26 +01:00
48 changed files with 897 additions and 828 deletions

View File

@@ -283,16 +283,16 @@ bool HandleBootstrap()
/* No user interface, bail out with an error. */
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
/* If there is no network or no non-sprite font, then there is nothing we can do. Go straight to failure. */
#if (defined(_WIN32) && defined(WITH_UNISCRIBE)) || (defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(__APPLE__))) || defined(WITH_COCOA)
if (!_network_available) goto failure;
/* First tell the game we're bootstrapping. */
_game_mode = GM_BOOTSTRAP;
/* Initialise the freetype font code. */
/* Initialise the font cache. */
InitializeUnicodeGlyphMap();
/* Next "force" finding a suitable freetype font as the local font is missing. */
/* Next "force" finding a suitable non-sprite font as the local font is missing. */
CheckForMissingGlyphs(false);
/* Initialise the palette. The biggest step is 'faking' some recolour sprites.