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
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# 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
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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
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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
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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
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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
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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 )
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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
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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
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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
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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
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Lost in merge: e95216b5
2021-02-21 12:25:43 +00:00
Jonathan G Rennison
2221805ddd
Remove IncreaseRealtimeTick
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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
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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.
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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
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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
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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
Patric Stout
23d6f4eac9
Codechange: [Win32] simplify when/where GdiFlush() is called
2021-02-20 17:08:44 +01:00
Patric Stout
ec1dd0bf61
Codechange: be consistent in what CheckPaletteAnim() does and when it is called
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Additionally, make sure this is a class method. Later commits
will make use of this.
2021-02-20 17:08:44 +01:00
Patric Stout
790fa7102e
Codechange: be consistent in naming the paint function Paint()
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Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
2021-02-20 17:08:44 +01:00
Patric Stout
761efbb457
Codechange: use (Un)LockVideoBuffer() to manage video buffer
2021-02-20 17:08:44 +01:00