* Update S6Importer.cpp
Edit a stray tile in the lava river of Infernal Views to have its missing lava.
* Update changelog.txt
* Update contributors.md
* 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>
The ‘ride.ratings.calculate’ API hook is now called for a ride only after its rating calculations are complete (RIDE_LIFECYCLE_TESTED lifecycle_flag is set).
* Fix#16565: Ducks/birds always spawn at the edge of the old map limits
Fix#16565: birds/ducks spawning at fixed 255-sized map boundary.
Instead spawn at actual map boundary (MapSizeMaxXY) where applicable
* Update Network Version
Increments network version
Use correct file extension when saving from the console or when performing an autosave. Otherwise .park files are generated with the old .sv6 extension.
`COLOUR_WHITE` was being passed as the colour when drawing
any text. The Options window uses the `rct_window::colours`
array for resolving the correct theme colour.
Replacing all occurrences of `COLOUR_WHITE` with
`w->colours[1]` makes the text colours more consistent.
In the details section values are still painted in black
no matter the colour theme, which is consistent with e.g.
the park information window.
This commit ignores keypresses when the mod key is held.
The reasoning is that an odd interaction happens between SDL applications and
tiling window managers. Tiling window managers like Xmonad and i3 usually use
the mod ("windows") key and a number to change workspaces. When changing
workspaces, however, the WMs still send the number key through instead of
"eating" it. It's not clear why, exactly, but it seems universal.
Mod+1 -> Goes to workspace #1
Mod+2 -> Goes to workspace #2
...
Mod+9 -> Goes to workspace #9
Most applications don't even see the number key being sent, so if you move to
workspace 1, Firefox won't type "1" into the browser bar, Vim won't type "1"
into your file, etc. But SDL applications, for whatever reason, DO see this
keydown. Of course, they'll handle it like a regular key press. So if you move
to workspace 1, which contains OpenRCT, it inadvertently toggles x-ray mode.
I first found this bug in another SDL game, The Powder Toy. After some
discussion with the devs, they fixed it like this, by ignoring keydown events
when the mod key is pressed, since the mod key is reserved for the window
manager anyway. It works well and should be in the next release.
c7619387ac...93b920a57f
I did the same thing here.
* Update TopToolbar.cpp
Removed else statement which caused the game to skip toolbar element deactivations.
* Update contributors.md
Adding name to contrib.md
* Update changelog.txt
Updated changelog
* Update changelog.txt
Fixing changelog item position