frosch and frosch
b956af631e
Codechange: Replace CircularTileSearch with SpiralTileSequence.
2025-04-20 12:50:45 +02:00
Loïc Guilloux and GitHub
f35fa6679b
Change: [Script] Start GS (but don't run it) when generating world in scenario editor ( #13961 )
2025-04-04 12:52:02 +02:00
Peter Nelson and Peter Nelson
2909a14374
Codechange: Include table/strings.h in files that use StringIDs.
...
Be consistent with how and where the file is incldued.
2025-03-21 12:53:40 +00:00
Rubidium and rubidium42
fd4adc55e3
Codechange: replace INVALID_X with XID::Invalid() for PoolIDs
2025-02-16 20:23:00 +01:00
Peter Nelson and GitHub
2d7d085e8e
Codechange: Use EncodedString for error messages. ( #13569 )
2025-02-16 10:04:32 +00:00
Rubidium and rubidium42
672c5f0d98
Codefix: 'Short global name'
2025-02-15 21:06:28 +01:00
Rubidium and rubidium42
c3d5e6d2a0
Codechange: Use EnumBitSet for DoCommandFlags
2025-02-14 00:28:57 +01:00
Peter Nelson and GitHub
bf6293a13f
Fix: Rail/road type conversion data is not populated on new game. ( #13403 )
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This means that the rail/road type conversion that happens if NewGRFs are changed does not work the first time for a new game, only with a savegame.
2025-01-29 21:45:16 +00:00
Peter Nelson and GitHub
4be3361aa3
Fix ad020759: Update town data loader for FileHandle change. ( #12942 )
...
A non-conflicting merge conflict...
2024-09-16 17:52:24 +01:00
Tyler Trahan and GitHub
ad020759c7
Feature: Import town data from JSON file ( #10409 )
2024-09-16 09:29:10 -04:00
Peter Nelson and GitHub
48eb9b8bc9
Add: Check that towns can build roads before generating map. ( #12503 )
2024-04-16 15:25:07 +00:00
Peter Nelson and Michael Lutz
3e83dcedfd
Codechange: Allocate houses dynamically instead of from a fixed array.
...
This uses vectors for HouseSpecs and global/town building counts.
2024-03-28 23:23:00 +01:00
Rubidium and rubidium42
bab5a8a787
Codechange: use std::source_location over __FILE__ and __LINE__ for Backup
2024-03-10 10:14:20 +01:00
Patric Stout and GitHub
7acf78964f
Remove: "generation_seed" from config, as it was a write-only value ( #11927 )
2024-01-30 17:02:35 +00:00
Patric Stout and GitHub
4024bb5554
Fix #11910 : use economy timer for dmp_cmds files ( #11925 )
2024-01-29 21:58:22 +00:00
Patric Stout and GitHub
090616b4c9
Add: allow loading heightmaps from command-line ( #11870 )
...
If you want to load a file from tar, you have to give the file
inside the tar in order for it to work:
<tar-file>/<dir-in-tar>/<file>.png
2024-01-22 22:35:25 +00:00
Kuhnovic and GitHub
b38d3c2208
Change: simplified water region evaluation, removed savegame data ( #11750 )
2024-01-21 20:56:50 +00:00
Patric Stout and GitHub
f35e257adc
Fix #9722 : create vital windows as soon as local_company is set ( #11858 )
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Many places use local_company to detect whether world generation is
done, and blindly assume all vital windows exists when local_company
is set.
2024-01-21 17:36:33 +00:00
Kuhnovic and GitHub
f1e999ec59
Feature: Region-based pathfinder for ships ( #10543 )
2024-01-08 20:29:05 +01:00
Rubidium and rubidium42
4de9b8a988
Codechange: use fmt::format to create desync dump savegames
2023-06-07 08:02:58 +02:00
Patric Stout and GitHub
31ad990831
Codechange: move tick-counter into TimerGameTick ( #10712 )
2023-04-24 16:55:40 +00:00
Patric Stout and GitHub
7aa2b9ab0a
Codechange: move all date-related variables inside the timer ( #10706 )
2023-04-24 15:56:01 +00:00
Rubidium and rubidium42
fe2bcd2a58
Codechange: migrate size related functions to Map structure
2023-01-21 17:11:40 +01:00
Rubidium and rubidium42
c5ff61c5f2
Add: script specific Randomizer instances
2023-01-14 22:00:11 +01:00
Rubidium and rubidium42
bcfe0fb076
Codechange: introduce GetMainWindow() to properly account for nullptr checks
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Some nullptr checks have been removed as they were not triggered with nullptr
with the null video driver and in dedicated server mode.
2023-01-14 21:15:23 +01:00
Michael Lutz
08a5478a93
Add: [NewGRF] Map seed as global variable.
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This is useful to provide a feature-agnostic, stable random value that differs between games.
One of the possible uses is to e.g. use it to create pseudo-random regions for towns or industries.
2022-03-13 14:20:23 +01:00
rubidium42 and rubidium42
55a11710a6
Codechange: convert printf DEBUG statements to fmt Debug statements
2021-06-13 12:45:45 +02:00
glx22 and Loïc Guilloux
5799402f7a
Codechange: Rename window related DeleteXXX to match new behaviour
2021-05-29 21:08:25 +02:00
Patric Stout and GitHub
b136e65cf9
Change: reworked the debug levels for network facility ( #9251 )
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It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout and Patric Stout
45c2c29c35
Add: allow setting the highest mountain for heightmaps
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It will add some slack to the map height limit if that was set
to auto.
2021-03-26 12:22:32 +01:00
Patric Stout and Patric Stout
422e132845
Feature: auto-detect map height limit based on generated map
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This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.
In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.
People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.
Cheats still allow you to change this value.
2021-03-26 12:22:32 +01:00
Patric Stout and Patric Stout
cafe4eed6e
Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
...
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.
Maps can never be 100% snow, as we do not have sprites for coastal
tiles.
Internally, this calculates the best snow line height to approach
this coverage as close as possible.
2021-03-26 12:22:32 +01:00
Patric Stout and Patric Stout
afadae6d50
Fix: abort world generation on exiting the game as soon as possible
...
This prevents the window from "freezing" when you close it during
world generation, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout and Patric Stout
970fedd78c
Add: make modal windows update more smooth
...
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.
This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.
It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).
Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
glx22 and Charles Pigott
ddffe32f15
Fix #7646 : Incomplete cleanup for non-threaded world generation failure ( #7805 )
2019-11-14 20:13:15 +00:00
S. D. Cloudt and Charles Pigott
13cc8a0cee
Cleanup: Removed SVN headers
2019-11-10 17:59:20 +00:00
Charles Pigott and PeterN
5b34c8019f
Codechange: Remove Company/OwnerByte types
2019-04-29 17:40:22 +01:00
Henry Wilson and Michael Lutz
7c8e7c6b6e
Codechange: Use null pointer literal instead of the NULL macro
2019-04-10 23:22:20 +02:00
Michael Lutz
05bc2ed7cb
Codechange: Replace custom thread code with C++11 thread objects.
...
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
2019-04-06 11:27:39 +02:00
Michael Lutz
05f4e73608
Codechange: Replace custom mutex code with C++11 mutex'es.
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A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
2019-04-06 11:27:39 +02:00
Gabda and Charles Pigott
37bb2c9308
Codechange: Make the style of MakeVoid calls uniform ( #7192 )
2019-02-08 23:05:25 +00:00
frosch
31f046bd9b
(svn r27670) -Add: [FS#6471] Assign descriptive names to (GNU pthread) threads. (JGR)
2016-10-30 17:29:33 +00:00
alberth
0adfb1ac6f
(svn r27653) -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit.
2016-09-04 16:06:50 +00:00
alberth
597380e099
(svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType.
2016-09-04 12:57:43 +00:00
frosch
4d1843a95e
(svn r27627) -Codechange: Deduplicate some cursor magic into SetMouseCursorBusy.
2016-08-15 18:32:48 +00:00
rubidium
b476086c39
(svn r26538) -Codechange: remove double accounting of the drivers
2014-04-28 21:06:51 +00:00
rubidium
aa5a570b0d
(svn r26518) -Change: make genworld messages on the dedicated server disable-able by using -dnet=0
2014-04-26 16:55:30 +00:00
rubidium
5b82822c12
(svn r26486) -Codechange: replace a number of snprintfs with seprintf
2014-04-23 21:12:09 +00:00
rubidium
0463dbdc9e
(svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
2014-04-23 20:13:33 +00:00
frosch
a32d18cbb9
(svn r26371) -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes.
2014-02-23 22:03:08 +00:00