This fix will make swinging rides like the suspended swinging coaster and the bobsleigh coaster back to the outside of corners when moving backwards (For example during a rollback). This was an original bug in RCT2.
The game will now check for the number of entries in CSG1.DAT. If it's too few, it will now no longer try using its sprites, but print out a warning instead.
Added new smart follow variable to window to more intuitively follow
sprites that may not be directly followable at all times.
Follow sprite is now canceled when dragging the screen but not
scrolling. This is only relevant when testing title sequences in game.
Select sprite button is now disabled in the title menu.
Sprites are now identified based on their name. Excess identification
information is not given as it'd clutter up the screen and is not
necissary with the viewbox in the command editor.
New command goes by LOADSC in script files and in the enumeration.
Scenarios are stored using the internal also used for localisation.
Scenarios selected can only be scenarios to originally come with one of
the games or expansions.
Modified Scenario Select window to have a mode just for title editor
scenario selection.
This feature existed in the original RCT1/2 games but was not present in
the latest development commit.
The original shortcut for this key was '7', placing it between the
"Invisible people toggle" (6) shortcut and the "Height marks on land
toggle" (8). This commit preserves as much as possible, using
placeholder comments that signify the relevant values which this
feature actually uses where this is not possible.
The guest tracking icon is hidden on the guest list if it's in
PAGE_SUMMARISED mode. Closing then reopening the window reset it back to
INDIVIDUAL mode but did not restore the icon state.
Shaking while at the edge of the map has been completely eliminated. In
order to do this, comparison with tile height was also removed which
fixed a few outlier cases.
The main cause was viewport axis were only being set if it's respective
isometric axis was at the boundary, instead of either isometric axis.
Viewport no longer gets stuck which was related to the shaking in the
end. (#2875)
Refactored viewport_update_position. I moved
viewport_set_underground_flag above the bounds checking function since
it had no relation to it. (#996, #2589)
Scrolling on the map edge with arrow keys or mouse edge will now go the
same speed in both directions. (#2254)
Added changelog entry.
Land rights tool no longer cares if part of the available land is
unavailable for purchase. It will not even through an error when none of
the tiles are available. Just like other tools.
Added a changelog entry.
This increments the network version.
* Change how current title sequence is handled. It can either be
previewing a title sequence, or playing the preset.
* LoadMM and LoadRCT1 now save when script is saved.
* No more infinite failing to load loops.
* No more crashing when attempting to display "no save selected" in
title editor.
* Title editor now gracefully fails to preview a title sequence and lets
the user know with a context error.
* When preset title sequence fails to load, the preset will forcibly be
changed to the first sequence to successfully load.
Added changelog entries for last two items.
Title sequences can now be played back in-game, allowing for much easier
editing.
Improved title sequence playback in general. Clicking play while on a
different title sequence will play the new one. Clicking stop will make
the title screen go back to the config title sequence. And the closing
the title sequence window will also make the game go back to the config
title sequence, and reload the sequence if it was modified.
Changes made to title sequences in-game are now correctly loaded in the
title screen.
Starting a title sequence within the editor will now always reset it
even if it's the current playing sequence. (Not for playing in the
editor though).
Get Location in title sequence command editor now has 100% accuracy
compared to before
where it would usually get some offset value.
Added `get_map_coordinates_from_pos_window` which will allow getting the
viewport coordinates of a specific window even if the input coordinates
are under another window. This has use with getting 2D positions from
the main window without the other windows getting in the way.
Options window will now always specify the config title sequence in the
dropdown and not the current title sequence.
Made a global variable `gLoadKeepWindowsOpen`, in game.h to keep windows
open when loading a park. When loading a title sequence park in-game.
The sequence player will force-close all park-specific windows ahead of
time.
Skipping while testing title sequences no longer needs to reload the
park if the current playback position is already before the target
position and ahead of the load position.
Added changelog entry.
Fixes issue #6481 where taking a screenshot of a park with a colon in
its name on Windows was causing the screenshot data to get written as an
alternate data stream.
This patch replaces any colons with hyphens in screenshot filenames on
Windows.
Can now update park entrance path by placing path over the middle tile.
Updating the path costs money just like normally replacing a path.
Updating the path type can only be done in sandbox mode or in the
scenario editor.
Fixes Splash Boats 25deg-down-to-flat tunnel rendering. This is based on
flat-to-25deg-up (but opposite).
Wrap Splash Boats fix in an ifdef for TestPaint.
Check the gParkEntrance locations after loading from file and clear those locations for which there is no longer a park entrance map element.
Resolves path finding problems in parks caused, for example, be deleting a park entrance using the tile inspector.
Fixes#6261, #6344, #6520.
`ScenarioFileIndex`'s `Serialize` and `Deserialize` now read and write each
individual value of a `scenario_index_entry` instead of the entire struct
at once. Thus the difference in pointer sizes of `highscore` on different
architecture builds will not cause issues with `scenarios.idx`.
Issue caused by using max where min was intended.
This also reverts an earlier change in capping the energy target, since it seems to max out at 255, unlike energy itself.
The scenario repository did not correctly handle custom RCT1 scenarios.
They were not listed, but if they existed, an empty entry would appear in the scenario list.
This fixes both issues, and also prints a warning message, should this ever happen again.