Commit Graph

10867 Commits

Author SHA1 Message Date
Michał Janiszewski 1e6ba077c1 Merge pull request #5100 from janisozaur/fix-ghosts
Fix some ghost consideration in peep AI
2017-01-24 11:50:58 +01:00
Michał Janiszewski ceb77b489d Fix map_get_path_element_at to not consider ghosts 2017-01-24 11:30:39 +01:00
Michał Janiszewski 88113ca952 Fix some ghost consideration in peep AI
This is a continuation of
https://github.com/OpenRCT2/OpenRCT2/pull/5094.

While the previous PR cured some desyncs, the real issue remained –
logic of the game considers ghost elements. This change fixes it, to
some extent.

The problem here is we already remove ghosts when interacting over
network (e.g. `footpath_provisional_remove` in `footpath_place_real`),
but this happens only when such a game command is executed in OpenRCT2.
Whenever SV6 gets imported, path map elements already have had edges
calculated for them, neighbours being ghost or not, and we don't update
it. OpenRCT2/OpenRCT2#5094 is one, naïve, way to solve, the other option
would be to recalculate all the paths whenever we load SV6.
2017-01-24 11:29:58 +01:00
Michael Steenbeek a4d5f764f4 Implement diagonal flat-to-steep slopes on the Junior RC, fixes #4584 2017-01-24 09:26:30 +01:00
OpenRCT2 git bot 89b7a173a4 Merge Localisation/master into OpenRCT2/develop. 2017-01-24 04:00:24 +00:00
Aaron van Geffen 990b9b8708 Fix #5005: The Right Arrow in Horizontal scroll bars does not work anymore. (#5107)
Both horizontal and vertical scrollbars had a malfunctioning widget: both the
right and bottom widgets weren't fired properly.

The bug was less noticeable for vertical scrollbars, as clicking the widget would
be treated as clicking empty space, which did not happen for the horizontal
scrollbar.

This patch fixes the underlying inconsistencies, making sure the widgets for
both types of scrollbars work -- when using either scrollbar, or when combined.
2017-01-23 19:06:53 +01:00
Ted John 04a1e5a488 Merge pull request #5108 from IntelOrca/refactor/game-init
Refactor game initialisation
2017-01-23 17:31:53 +00:00
Ted John 3379143011 Improve S4 / S6 import initialisation 2017-01-23 13:00:46 +00:00
Ted John a0fc01d54e Clean up game init a bit more 2017-01-23 12:55:59 +00:00
Ted John 288f4782b6 Make dedicated method for window set location 2017-01-23 12:48:10 +00:00
Ted John abac2ca614 Consolidate game initialisation into single method 2017-01-23 12:44:27 +00:00
Ted John ef6fa35323 Merge pull request #5106 from IntelOrca/refactor/use-scenario-repo
Refactor / use scenario repository as dependency
2017-01-23 12:08:23 +00:00
Aaron van Geffen 3437b26db8 Clean up switch statement for map window 2017-01-22 23:06:56 +01:00
Ted John e36dc622ad Pass scenario repository dependency to TitleSequencePlayer 2017-01-22 22:04:07 +00:00
Ted John d5f2ea814a Use scenario repository to load SFMM in title sequence 2017-01-22 21:57:14 +00:00
Ted John efb64603eb Only create OpenGL window when necessary
Currently the game window is always created with an OpenGL context which then means that opengl32.dll and other modules are loaded. The OpenGL window flag will now only be used if the config drawing engine is set to OpenGL. This now means that a restart of the game is required when switching to the OpenGL drawing engine for Windows.

#5104
2017-01-22 21:38:08 +00:00
Ted John 41d1793355 Update changelog
[ci skip]
2017-01-22 21:35:44 +00:00
Michał Janiszewski da6fac62f1 Merge PR #4673 from zaxcav/paintClip: cut-away view
cut-away view
2017-01-22 21:31:22 +01:00
zaxcav a4b476ac92 Minor changes as requested by reviewer. 2017-01-22 21:21:00 +01:00
zaxcav 80b0df3b74 Add formatting to tooltip texts; Fix printing of raw clip height value. 2017-01-22 21:21:00 +01:00
zaxcav 6a4ced856e Minor code changes per reviewer comments. 2017-01-22 21:17:08 +01:00
zaxcav 0d81835224 Correct mistakes during rebase. 2017-01-22 21:17:08 +01:00
zaxcav 93e5e80e26 Correct code alignment in widget placement code (tab based). 2017-01-22 21:11:42 +01:00
zaxcav e8f97da2c6 Implement further changes as requested by reviewer.
Add toggling displayed clip height value between the raw value and value in units.
2017-01-22 21:11:42 +01:00
zaxcav 25e57ca50d Updated code as requested by reviewer.
Removed display of raw cut height value.

Changed display of cut height in METRIC/SI from 1DP to 2DP to display odd raw heights with accurate value.

Changed display of cut height in IMPERIAL to 1DP to display odd raw heights with accurate value.
2017-01-22 21:02:19 +01:00
zaxcav 87a80ac956 Minor code cleanups.
Adjusted sprite trimming.
2017-01-22 20:57:17 +01:00
Marijn van der Werf d17c435c0e Update Xcode project 2017-01-22 20:57:17 +01:00
zaxcav e287b4ec3e Fix typo. 2017-01-22 20:57:17 +01:00
Broxzier ef5f4a5f5a Add spinners for better control of clip-height
This commit also changes the step size to 1 (I did not notice anything
strange).
2017-01-22 20:57:17 +01:00
Broxzier e87da61436 Fix screen invalidation on drag
The window size did not match the sizes given to window_create, causing
the window to think it was actually smaller, and as a result not clearing
the screen properly. This commit adds the WW and WH macros and uses them.

This commit also has a few formatting changes.
2017-01-22 20:57:17 +01:00
zaxcav f76628bff0 Recorrect errors identified by AppVeyor. 2017-01-22 20:57:17 +01:00
zaxcav d06d37e862 Revise previous error corrections 2017-01-22 20:57:17 +01:00
zaxcav c91871822b Correct more errors detected by AppVeyor 2017-01-22 20:57:17 +01:00
zaxcav c615368115 Correct errors identified by AppVeyor 2017-01-22 20:57:17 +01:00
zaxcav 77e3827935 Add view_clipping.c to openrct2.vcxproj 2017-01-22 20:57:17 +01:00
zaxcav a30c9b3717 Minor code cleanups 2017-01-22 20:57:17 +01:00
zaxcav a008dcb186 Display clip height in METRIC/SI units with 1DP. 2017-01-22 20:57:17 +01:00
zaxcav c97f624965 Move view_clipping.c to under src/openrct2/windows 2017-01-22 20:50:39 +01:00
zaxcav c3aabede64 Initial prototype of paint clipping.
Paint clipping is a possible future feature to assist players building in cluttered areas of a park by controlling which map elements and sprites are rendered, providing a clearer view for construction, inspection, etc.

Only clip height is supported in this prototype.

Map elements are clipped according to the map element base height (meaning *all* scenery on that map element is currently clipped with it).

Sprites are clipped according to their z value being within the "sprite volume" of any non-clipped map element (which means below clip height + 2).

Control is only provided through the console in this prototype - use the command: set paint_clip_height _value_

To turn clipping off use the command: set paint_clip_height 255

Clip heights are limited to multiples of two to coincide with the native heights of map elements.

Command "get paint_clip_height" prints the clip height as a raw value as well as the equivalent height in ft and m as used when displaying heights in-game.

At this time only painting of the main viewport is affected. There is no change to any input control handling.
2017-01-22 20:50:39 +01:00
zaxcav 0620321fb2 Re-added initialisation of scrollbar.
Added window theme, so window displays correctly everytime.

Changed strings.

Other minor tweaks to window.
2017-01-22 20:50:39 +01:00
zaxcav c6da3fa862 Scrollbar for clipping height now works.
Initialisatation of scrollbar with clip height is temporarily disabled.

Revised view menu entry bahaviour.

Other minor window tweaks.
2017-01-22 20:45:21 +01:00
zaxcav 5f03047c40 View clipping window fixes.
Cleaned up widget positions - looks like a proper interface now.

Remaining Issues:

- Window only displays correctly every second time it is opened;

- Clip height in Units (ft/m) is displayed without the decimal point;

- Scroll bar is not working;

- Decide how the View menu entry should work.
2017-01-22 20:45:21 +01:00
zaxcav 5155540b54 Remove calls to colour_scheme_update
Theses are causing segfaults.

Presumably the window is not set up correctly for this.

Window now actually opens.
2017-01-22 20:45:21 +01:00
zaxcav fc8da2086f Fix view menu so view clipping entry shows 2017-01-22 20:45:21 +01:00
zaxcav 0284667cc8 View Clipping UI
Missing file in previous commit

NOT INTENDED FOR MERGING
2017-01-22 20:45:21 +01:00
zaxcav e8d6cba5be Initial attempt at paintClip UI
Compiles but untested.

NOT INTENDED FOR MERGING
2017-01-22 20:45:21 +01:00
zaxcav e952c607cc Add definition of gClipHeight to compat.c 2017-01-22 20:41:34 +01:00
zaxcav 1e5b83c631 Initial prototype of paint clipping.
Paint clipping is a possible future feature to assist players building in cluttered areas of a park by controlling which map elements and sprites are rendered, providing a clearer view for construction, inspection, etc.

Only clip height is supported in this prototype.

Map elements are clipped according to the map element base height (meaning *all* scenery on that map element is currently clipped with it).

Sprites are clipped according to their z value being within the "sprite volume" of any non-clipped map element (which means below clip height + 2).

Control is only provided through the console in this prototype - use the command: set paint_clip_height _value_

To turn clipping off use the command: set paint_clip_height 255

Clip heights are limited to multiples of two to coincide with the native heights of map elements.

Command "get paint_clip_height" prints the clip height as a raw value as well as the equivalent height in ft and m as used when displaying heights in-game.

At this time only painting of the main viewport is affected. There is no change to any input control handling.
2017-01-22 20:41:34 +01:00
Ted John 8d959fa519 Merge pull request #5085 from IntelOrca/refactor/structs/various
Create new OpenRCT2 news item struct
2017-01-22 16:15:42 +00:00
Gymnasiast 0a83bb8b15 Fix importing custom peep/staff names, fix formatting 2017-01-22 16:54:58 +01:00