Commit Graph

50307 Commits

Author SHA1 Message Date
Patric Stout
c13c201f72 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.

(cherry picked from commit 13889b6554)

# Conflicts:
#	src/network/network_server.cpp
2021-03-01 17:54:15 +00:00
Patric Stout
7da90af2f4 Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.

(cherry picked from commit 8d199b1bbc)
2021-03-01 17:49:03 +00:00
Patric Stout
cfa1612766 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.

(cherry picked from commit 3677418225)
2021-03-01 17:49:03 +00:00
Charles Pigott
7e39d78fc3 Fix: Vehicle list windows did not update when this year's profit changed
Remove caching from vehicle group object. and recalculate it whenever
required instead.

(cherry picked from commit 6b8f9b50b9)

# Conflicts:
#	src/vehicle_gui.cpp
2021-03-01 17:49:03 +00:00
Jonathan G Rennison
dbbe1bb3e4 Fix trains passing signals in original acceleration with braking models 2021-03-01 02:14:42 +00:00
Jonathan G Rennison
c37beb78ee Check for broken custom bridge head states, and bump save version 2021-02-27 21:31:23 +00:00
Jonathan G Rennison
b931df9934 Add debug console command to delete a vehicle ID 2021-02-27 20:36:47 +00:00
Jonathan G Rennison
2cbb42f9a9 Add fast path to catenary drawing in MaskWireBits 2021-02-27 19:24:22 +00:00
Jonathan G Rennison
d58989f552 Merge branch 'master' into jgrpp
# Conflicts:
#	src/lang/english_US.txt
2021-02-27 18:38:02 +00:00
Jonathan G Rennison
056606d2b6 Fix ApplyLookAheadItem assuming current_order == order in order list
Fixes trains with no orders failing to brake in advance of stations
2021-02-27 17:49:59 +00:00
Jonathan G Rennison
460d504269 Fix order index wrapping when depth exceeded in AdvanceOrderIndex 2021-02-27 14:57:17 +00:00
Jonathan G Rennison
18471da6e1 Fix collision checks for ship collision avoidance
This fixes cases where ships could be redirected in a circle
2021-02-27 01:50:57 +00:00
Jonathan G Rennison
93f2d5e056 Add GUI setting for shading trees on slopes in viewports
Deafult on, only for non-map mode
(Slope shading is always on in map mode)
2021-02-26 18:03:00 +00:00
Jonathan G Rennison
4ef363422a Add 32bpp blitter support for adjusting brightness of drawn sprites 2021-02-26 18:02:13 +00:00
Jonathan G Rennison
42e57995dd Improve visibility of slopes under trees in viewport map vegetation mode
Loosely based on tree slope brightness adjustment from
https://github.com/nielsmh/OpenTTD/tree/tree-slope-brightness
2021-02-25 20:35:46 +00:00
Jonathan G Rennison
eabfae9d31 MacOS: Change bundle ID
See: #208
2021-02-25 12:15:37 +00:00
Michael Lutz
af4d32357c Codechange: [Win32] Move common initialization and finalization to the video driver base class. 2021-02-22 22:16:07 +01:00
Michael Lutz
78b8fc3e4f Codechange: [Win32] Move GDI-specific variables and related functions into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
8b90d4abe0 Codechange: [Win32] Move GDI specific drawing code into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
59e0d9618b Codechange: [Win32] Split the video driver into a base class and a GDI backend class. 2021-02-22 22:16:07 +01:00
Patric Stout
78d96dad2a Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)
When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
  speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
  lagging behind.
- in title screen, moving your mouse gives you the idea it is
  jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
2021-02-22 21:17:55 +01:00
translators
c136dd2b32 Update: Translations from eints
english (us): 78 changes by 2TallTyler
polish: 1 change by yazalo
2021-02-22 19:01:17 +00:00
Jonathan G Rennison
19b7ecf95a Merge branch 'master' into jgrpp 2021-02-22 17:45:58 +00:00
Charles Pigott
6af49b7885 Fix #8724: Got wrong DepotID/StationID for airports, causing crash 2021-02-22 14:20:21 +00:00
Charles Pigott
80fb1c74f0 Change: Make pathfinder account for maximum order speed, if set 2021-02-22 00:25:47 +00:00
milek7
b749d6f1cb Fix: Allow building with Allegro and without SDL on Linux 2021-02-21 23:05:50 +00:00
Jonathan G Rennison
4f74a83496 Add fast paths for clear/tree snow line checks in tile loop 2021-02-21 22:39:26 +00:00
Jonathan G Rennison
2e20da40ed Cache current value of snow line height 2021-02-21 22:34:22 +00:00
Jonathan G Rennison
f595696e97 Add map bit to suppress water flooding checks
Set if all neighbour tiles are also water
This reduces the overhead of flood checks on large maps
2021-02-21 21:11:35 +00:00
Jonathan G Rennison
0df3e785cb Debug: Add console command to dump tile info 2021-02-21 20:59:25 +00:00
Jonathan G Rennison
1c1d272b57 Merge branch 'master' into jgrpp 2021-02-21 19:51:00 +00:00
translators
e74069e4c2 Update: Translations from eints
estonian: 19 changes by siimsoni
french: 3 changes by glx22
2021-02-21 19:00:19 +00:00
Charles Pigott
8157af6d68 Fix #8276: Crash when a NewGRF object's size was not set 2021-02-21 18:16:09 +00:00
Charles Pigott
3af407340e Fix #8349: Close depot vehicle list windows when closing the depot window 2021-02-21 17:58:19 +00:00
Patric Stout
88959f5595 Codechange: [OSX] remove final bits of old debugging code (#8714) 2021-02-21 15:58:26 +01:00
Jonathan G Rennison
c9ab460a03 Re-apply c0616750
Lost in merge: e95216b5
2021-02-21 12:25:43 +00:00
Jonathan G Rennison
2221805ddd Remove IncreaseRealtimeTick
Not needed as modal progress windows no longer use _realtime_tick
2021-02-21 12:22:50 +00:00
Jonathan G Rennison
dfecdf3afb Merge branch 'master' into jgrpp
# Conflicts:
#	src/dock_gui.cpp
#	src/rail_gui.cpp
#	src/road_gui.cpp
#	src/terraform_gui.cpp
#	src/vehicle.cpp
#	src/video/allegro_v.cpp
#	src/video/cocoa/cocoa_v.mm
#	src/video/dedicated_v.cpp
#	src/video/sdl2_v.cpp
#	src/video/sdl_v.cpp
#	src/video/win32_v.cpp
2021-02-21 11:54:24 +00:00
Charles Pigott
1d6a0c7b52 Fix: [YAPF] Road pathfinder did not account for length of tunnel/bridge in path cost
Copy calculations from the rail pathfinder
2021-02-21 10:53:25 +00:00
Charles Pigott
c461999b2b Fix #8594: [NRT] Road pathfinder did not account for roadtype speed limits 2021-02-21 10:53:25 +00:00
Patric Stout
e1b1608dc6 Fix ec1dd0bf: missing override causing compiler warnings (#8708) 2021-02-20 22:14:26 +01:00
Michael Lutz
d16dc22fdf Codechange: Use C++-ism for zeroing. 2021-02-20 21:14:44 +01:00
Michael Lutz
5ca979b1e2 Fix: [OSX] Don't wait on the event loop for drawing. 2021-02-20 21:14:44 +01:00
Michael Lutz
f3c192c63d Codechange: [OSX] Only keep a total dirty rect for drawing.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20 21:14:44 +01:00
translators
61275df7da Update: Translations from eints
estonian: 62 changes by siimsoni
korean: 1 change by telk5093
russian: 2 changes by Ln-Wolf
finnish: 2 changes by hpiirai
2021-02-20 19:00:44 +00:00
frosch
d9b4413bc9 Codechange: rename sound ids to make more sense. (#8701) 2021-02-20 19:01:04 +01:00
SamuXarick
cb95b1d2e7 Codechange: Apply coding style 2021-02-20 17:59:04 +00:00
Patric Stout
058f13bdf9 Remove: [SDL] SDL 1.3 never happened, so remove all the special code for it 2021-02-20 17:08:44 +01:00
Patric Stout
0e76d965f1 Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place
hoping it is less likely to break.
2021-02-20 17:08:44 +01:00
Patric Stout
7996fadb91 Change: [Win32] Remove force_full_redraw and display_hz settings
These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
2021-02-20 17:08:44 +01:00