* Fix#18911: Update mini golf fencing to draw on all four angles
SW and SE facing fences were not being drawn correctly due to (seemingly) a typo that caused the game to only check for NW and NE facing fencing when setting up fences for drawing. Ensuring PaintMiniGolfStation checks all four angles resolves the issue.
Shift closes all but current window.
Control closes all windows of the same window class/type.
Co-authored-by: Chris Higgins <chrissywissywoo@hotmail.com>
Co-authored-by: Tulio Leao <tupaschoal@gmail.com>
- Feature: [#17782] The Flying Coaster now has access to boosters and can draw outside loops.
- Feature: [#17997] The Log Flume can now draw steep pieces down (if vehicle allows it).
- Feature: [#18312, objects#220, OpenSFX#13] New sound effects for the Hybrid and Single Rail roller coasters.
- Feature: [#18675] [Plugin] Plugins can refer to g2 image icons by name.
- Feature: [objects#173] Add alpine coaster vehicle.
- Feature: [objects#221] Add two extra jungle walls.
- Feature: [objects#225] Add log cabin roofs.
- Feature: [OpenMusic#14, OpenMusic#15, OpenMusic#18] Added Galaxy, Acid and Dodgems ride music styles.
- Improved: [#18013, #18016, #18018, #18019, #18514, objects#224] Added colour presets to Spiral Slide, Dodgems, Boat Hire, Flying Saucers, and Car Ride.
- Improved: [#18024] Clearer error messages when loading incompatible .park files.
- Improved: [#18192] Tycoon Park has been added to the Extras tab.
- Improved: [#18214] Competition scenarios have received their own section.
- Improved: [#18250] Added modern style file and folder pickers on Windows.
- Improved: [#18332] Allow Inverted Roller Coaster to draw boosters.
- Improved: [#18350] Changed ride vehicle list to have less padding.
- Improved: [#18422] Allow adding images to music objects.
- Improved: [#18428] [Plugin] Add widget description interfaces to documentation.
- Improved: [#18487] Mini Helicopters track can now draw spinning tunnels.
- Improved: [#18591] Order RollerCoaster Tycoon 2 scenarios by difficulty.
- Improved: [#18607] A new tab for all UCES Scenarios, if it’s installed.
- Improved: [#18621] OpenGL performance.
- Change: [#17677] Open campaign window from finished campaign news.
- Change: [#17998] Show cursor when using inverted mouse dragging.
- Change: [#18230] Make the large flat to steep pieces available on the corkscrew roller coaster without cheats.
- Change: [#18381] Convert custom invisible paths to the built-in ones.
- Change: [OpenSFX#11, OpenMusic#19] First implementation of official replacement asset packs for sound effects & music.
- Fix: [#1491] Clearance of the Cash Machine is too low (original bug).
- Fix: [#1519] “See-through rides” doesn't affect all rides (original bug).
- Fix: [#6341] “Unlock vehicle limits” does not allow setting fewer vehicles than the vehicle type requires.
- Fix: [#14312] Research ride type message incorrect.
- Fix: [#14425] Ride ratings do not skip unallocated ride ids.
- Fix: [#15969] Guests heading for ride use vanilla behaviour
- Fix: [#17067] Random Staff Patrol Area clicks.
- Fix: [#17316] Sides of River Rapids’ corners overlay other parts of the track.
- Fix: [#17657] When switching from buying land rights to buying construction rights, grid disables and won't re-enable afterwards.
- Fix: [#17763] Missing validation on invalid characters in file name.
- Fix: [#17853] Invention name tears while being dragged.
- Fix: [#18064] Unable to dismiss notification messages.
- Fix: [#18070] Underground entrance/exit shows through terrain walls (original bug).
- Fix: [#18094] Underground shops & facilities don't show when adjacent to non-underground path (original bug).
- Fix: [#18122] Ghosts count towards “Great scenery!” guest thought.
- Fix: [#18134] Underground on-ride photo section partially clips through adjacent terrain edge.
- Fix: [#18244] Invention DragWindow's starting position is inconsistent.
- Fix: [#18245] Guests stopping dead in their tracks at railway crossings.
- Fix: [#18257] Guests ‘waiting’ on extended railway crossings.
- Fix: [#18354] Overwrite alert does not show when save name has different casing on Windows.
- Fix: [#18379] Tunnel entrances for underground Mini Golf Hole E are not rendered correctly.
- Fix: [#18442] About window background is clickable.
- Fix: [#18449] [Plugin] Change type of listview widgets from 'scroll_view' to 'listview'.
- Fix: [#18453] Slow walking guests don't get across level crossings in time.
- Fix: [#18469] Land rights window buttons incorrectly disabled and markers remain visible indefinitely.
- Fix: [#18459] ‘Highlight path issues’ hides fences for paths with additions.
- Fix: [#18552] Trains clipping through helixes.
- Fix: [#18576] Cannot open parks with certain types of corrupt tile elements.
- Fix: [#18606] JSON objects do not take priority over the DAT files they supersede.
- Fix: [#18620] [Plugin] Crash when reading widget properties from windows that have both static and tab widgets.
- Fix: [#18653] Negative ratings multipliers do not appear in Vehicle tab.
- Fix: [#18696] Construction rights cannot be viewed after all are purchased.
- Fix: [#18720] Upwards helix is enabled for the Alpine Coaster, even when cheats are off.
- Fix: [#18755] Ferris Wheel and Circus ghosts not coloured correctly.
- Fix: [#18802] Game could crash when determining if a mechanic is heading to fix the ride blocking the path.
Global variables regarding land ownership weren't initialized upon loading a .park file. This would lead to different bugs when using the 'Land rights' window, like markers remaining visible indefinitely and not being able to select the type of land rights to buy.
The order of the scenarios is listed in the same order listed on the UCES website. This also allows for translating the scenarios to other languages!
Co-authored-by: Gymnasiast <m.o.steenbeek@gmail.com>
When a marketing campaign is finished, it is likely the player wants to renew it.
This change allows the ‘Campaigns’ tab in the 'Finances' window to be opened from the news item of the finished campaign.
ImageId struct is 8-bytes large and can fit in CPU register. Passing it
by value lets compiler pass it in register instead of forcing to
reference it from memory.
In my tests this brings
[dome park](https://github.com/OpenRCT2/OpenRCT2/files/6134362/dome-export.zip)
benchgfx results from 42.16s down to 41.08s, or by 2.5%.
Rides without track can technically have a vehicle, such as the merry go round or the pirate ship. These vehicles should be hidden of 'see through rides' is enabled.
* Skip empty ride ids when evaluating ride ratings
This isn't much of a problem atm but when we increase the limit it may start to become an issue
* Increment network version
* Update changelog
* Fix#18501: Guests incorrectly determining ride
This will restore guest behaviour to how it was in rct2 vanilla by having them only try to determine whether to ride a ride if they haven't already decided to leave the park
* Fix peeps incorrectly deciding when to get on rides in rain
This should now match how vanilla operates in the rain
* Update replays
Co-authored-by: reticulatingsplines <13323105+ReticulatingSplines@users.noreply.github.com>
Co-authored-by: duncanspumpkin <duncans_pumpkin@hotmail.co.uk>
When guests have to stop for a railway crossing, they stop dead in their tracks - right at the frame at which stop walking. This could look a tad weird at times.
Now, guests will assume a natural idle waiting position. If they have food or a drink, they will continue consuming it from time to time. And occasionally, guests might even wave at the train passing by!
Underground shops and facilities placed right next to non-underground path would be connected to the path, but the buildings themselves would remain invisible. Guests could use them though.
This has been fixed by drawing a tunnel, which is the same way ride entrances/exits are drawn.
On extended railway crossings, guests would stop to 'wait' for the passing train, which would then phase right through them. This change at least allows guests a chance to get to a safe place.