Commit Graph

185 Commits

Author SHA1 Message Date
Patric Stout
1ba4dcc924 Codechange: migrate all Window-related timers to the new framework
This means we also say goodbye to GUITimers.
2023-04-15 13:58:55 +02:00
Peter Nelson
e5af5907ec Change: Make all dropdown lists extend width if necessary.
This removes the auto_width parameter from ShowDropDown(At).
2023-04-13 20:57:47 +01:00
Loïc Guilloux
e4c511d403 Fix #10578: Allow to select any version of AI/GS from GUI (#10604) 2023-04-07 19:33:07 +02:00
glx22
9a957f1d4b Change: [Script] Improve ScriptText validation error messages 2023-03-05 22:24:08 +01:00
glx22
af15dca316 Change: [Script] Extract params info from GS strings 2023-02-28 18:53:17 +01:00
dP
c73b88ddca Fix: Don't send unused tile field over the network (#10507) 2023-02-24 22:50:11 +01:00
SamuXarick
fde7028a95 Fix #10059: [Script] Let custom values on a config item be up to 10 digits + 1 for sign 2023-02-21 00:28:21 +01:00
glx22
b080f24bd8 Codechange: move windows common to AI and GS out of ai_gui 2023-02-05 19:27:25 +01:00
glx22
cef9931e53 Cleanup: GS don't have "start_date" 2023-02-05 19:27:25 +01:00
Rubidium
90f1768006 Codechange: add non-nullptr asserts in cases where it should never be nullptr
Though where similar calls are checked for nullptr as in those instances of
the use of that function it can actually return nullptr. In other words, write
down the assumption that the function never returns nullptr in an assert.
2023-01-14 21:15:23 +01:00
Loïc Guilloux
91ca088065 Fix #10304, fe30f66: [Scripts] Don't start GS in intro (#10305) 2023-01-02 02:13:16 +01:00
Michael Lutz
150f05dc15 Change: Heading for 14 now. (#10302) 2023-01-01 22:52:23 +01:00
Loïc Guilloux
fe30f66570 Fix #9720: Delay start of GS/AI to after loading of savegame (#9745) 2022-12-28 05:02:26 +01:00
Jonathan G Rennison
d4c530904c Fix #10274: Use after free when rescanning scripts with GS selected 2022-12-22 21:23:48 +01:00
Peter Nelson
890b2666d3 Change: Use scaled WidgetDimensions. 2022-11-12 18:28:39 +00:00
Peter Nelson
b6ed595176 Codechange: Prefer suggested widget padding. 2022-11-12 18:28:39 +00:00
Peter Nelson
6f95e04005 Change: Use Rect helpers for widget drawing.
This replaces repetitive and sometimes unwieldy use of constants.
2022-11-12 18:28:39 +00:00
Artin Alavi
5d6cdf4385 Feature: Allow AI/GS to be fully modified in scenario editor (#10152) 2022-11-11 23:48:07 +01:00
Artin Alavi
cbac243216 Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window (#10058) 2022-11-10 21:39:09 +01:00
Charles Pigott
9059215b3b Fix #10073: Stop truncating output of list_ai and friends commands 2022-10-10 13:42:07 +01:00
Michael Lutz
3e85e833a7 Codechange: Add support for additional command result values. 2021-12-16 22:28:32 +01:00
Michael Lutz
8503854655 Codechange: Pass unpacked command arguments to command callbacks (except Script). 2021-12-16 22:28:32 +01:00
Michael Lutz
eab18f06a4 Codechange: Pass additional data as byte stream to command callbacks. 2021-12-16 22:28:32 +01:00
Michael Lutz
4fc055d6e9 Codechange: Align parameter order of command callbacks to command handlers. 2021-12-16 22:28:32 +01:00
Michael Lutz
a38bbefe1b Codechange: Untangle command code, flags and error string for DoCommand*. 2021-12-16 22:28:32 +01:00
Patric Stout
394c749b6b Change: Heading for 13 now (#9573) 2021-09-25 13:48:03 +02:00
Patric Stout
eca73a810c Change: rebrand 1.12.0 to 12.0
One question that keeps popping up: "when do we release 2.0?".
NewGRF will force that at least 1.16 will be 2.0, but to not wait
for this, let's drop the "1." and be for ever done with that
conversation.

We are following in the footstep of giants here.
2021-08-15 12:28:51 +02:00
Rubidium
3237e97b35 Cleanup: [Script] Use nullptr instead of 0 or NULL 2021-06-17 16:18:30 +02:00
Rubidium
d31a535c87 Cleanup: remove some unneeded c_str() calls 2021-06-15 06:13:00 +02:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
glx22
34215f7faa Codechange: Replace FOR_ALL_TARS with range-based for loops 2021-05-03 19:46:57 +02:00
Patric Stout
9bfa7198fd Change: Heading for 1.12 now (#8862) 2021-03-14 20:47:31 +01:00
Michael Lutz
b408fe77f7 Codechange: Use std::string in file scanners. 2020-12-27 13:19:25 +01:00
Michael Lutz
5cbb2da794 Codechange: Even more std::string usage in file IO. 2020-12-27 13:19:25 +01:00
Patric Stout
f66baa444f Codechange: use C++11 constructs for for-each loops (#8432) 2020-12-25 19:38:18 +01:00
Patric Stout
4319d31036 Fix #6468: don't store version of AIs-started-via-console in name
You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
2020-12-25 17:03:44 +01:00
glx
4079c47b6c Change: rewrote squirrel_export in CMake 2020-07-16 00:53:26 +02:00
Patric Stout
56d54cf60e Add: introduce CMake for project management
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.

Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.

This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.

Addtiionally, this heavily improves our detection of libraries, etc.
2020-06-05 19:36:05 +02:00
Michael Lutz
1c0ba07c3c Add: [Script] Native priority queue; useful e.g. for pathfinders. 2020-06-01 21:35:13 +02:00
Niels Martin Hansen
800ade7702 Feature: Push-buttons on storybook pages (#7896)
Allow more direct player-initiated interaction for Game Scripts, by letting the GS put push-buttons on storybook pages. These buttons can either trigger an immediate event, or require the player to first select a tile on the map, or a vehicle.

Additionally this reworks how the storybook pages are layouted and rendered, to allow for slightly more complex layouts, and maybe speeding drawing up a bit.
2020-05-22 22:22:55 +02:00
Michael Lutz
9b6f5e3bb8 Codechange: Store GS lang texts in std::strings. 2020-05-21 20:02:34 +02:00
glx
47790b09a4 Codechange: Simplify CheckAPIVersion() 2020-02-14 21:43:21 +01:00
glx
2f264f2c92 Change: Heading for 1.11 now 2020-02-08 23:38:49 +01:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
glx22
b3fd787959 Fix #7188: check the validity of command callback for scripts (#7701) 2019-09-07 17:37:01 +01:00
Michael Lutz
b73622a01c Fix #7600: Don't read uninitialised memory when parsing GS language files. 2019-05-23 00:08:39 +02:00
peter1138
3293f08e0b Add: New RoadType API functions. 2019-05-01 21:36:27 +02:00
glx22
76788a1eb3 Fix 2bb80d2: really increase the maximum number of GameScript texts to 64k (#7555) 2019-05-01 19:31:30 +02:00
Charles Pigott
5b34c8019f Codechange: Remove Company/OwnerByte types 2019-04-29 17:40:22 +01:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00