Previously, on a straight line of a one corner up slope with the adjacent
steep sloop the Z would increase one step every two sub pixels, except for one
case where one sub pixel is skipped. Similarly, a steep slope with two
adjacent one corner up slopes, would have a bump in the height line along the
diagonal whenever it enters/leaves the steep slope tile.
When the direction of a RV changes the Z-position update logic was called,
which did nothing to the Z-position because that is only changed every other
step. By chance/luck this never triggered with RV's turning around, until
making the partial Z calculations consistent and moving the locations where
the Z-position is changed, causing the Z-position to be changed twice for
the RV that stayed at the same location.
Previously it checked the position in non-driving direction to "guess" whether
a ground vehicle was using the function, so on tunnels/bridges it could either
return the Z of the (virtual) ground compared to the Z of the path the vehicle
would take.
* If loading fails, it usually returns SL_REINIT which doesn't trigger check
* If savegame has NewGRFs, it complains NewGRFs are not allowed in intro game
vietnamese: 1 change by KhoiCanDev
korean: 3 changes by telk5093
german: 30 changes by Wuzzy2
slovak: 14 changes by legitalk
dutch: 12 changes by Afoklala
The music-set does not need to be selected for this to occur.
Resolved by using std::string instead of fixed buffer for song names,
which avoids manual string copying and removes the length limit.
When a game script is in company mode, it pretends to be another company. When
that company disappear (bankruptcy/merger), the game script still uses that
company and it keeps calling functions as if it is that company.
For example, ScriptEngine::IsBuildable internally dereferences Company without
checks, causing a null dereference for any ScriptEngine function when called
from a company scope of a company that has disappeared.
Guard against this by extending the ScriptCompanyScope::IsValid check to also
check for the company still being active.
Command functions are those that call ScriptObject::Command, and functions
with company access are any that call ScriptObject::GetCompany. This is a bit
over-protective, but having the check everywhere makes it easier to validate
that no check is missing automatically instead of by review.
Command functions are those that call ScriptObject::Command, and functions
with company access are any that call ScriptObject::GetCompany. This is a bit
over-protective, but having the check everywhere makes it easier to validate
that no check is missing automatically instead of by review.