Merge branch 'master' into jgrpp
Remove the viewport sign cache as this is now superseded by the kd tree implementation # Conflicts: # src/crashlog.cpp # src/lang/english.txt # src/misc.cpp # src/pathfinder/follow_track.hpp # src/pbs.cpp # src/rail_cmd.cpp # src/saveload/vehicle_sl.cpp # src/settings.cpp # src/settings_gui.cpp # src/ship_cmd.cpp # src/station.cpp # src/station_base.h # src/station_cmd.cpp # src/table/settings.ini # src/thread/thread_morphos.cpp # src/town_cmd.cpp # src/train_cmd.cpp # src/viewport.cpp # src/waypoint.cpp
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@@ -2426,7 +2426,7 @@ struct ZlibSaveFilter : SaveFilter {
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********** START OF LZMA CODE **************
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********************************************/
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#if defined(WITH_LZMA)
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#if defined(WITH_LIBLZMA)
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#include <lzma.h>
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/**
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@@ -2539,7 +2539,7 @@ struct LZMASaveFilter : SaveFilter {
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}
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};
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#endif /* WITH_LZMA */
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#endif /* WITH_LIBLZMA */
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/*******************************************
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************* END OF CODE *****************
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@@ -2576,7 +2576,7 @@ static const SaveLoadFormat _saveload_formats[] = {
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#else
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{"zlib", TO_BE32X('OTTZ'), NULL, NULL, 0, 0, 0},
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#endif
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#if defined(WITH_LZMA)
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#if defined(WITH_LIBLZMA)
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/* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
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* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
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* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
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