Commit graph

10991 commits

Author SHA1 Message Date
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
Matthias Mailänder
91499e0942 Add a user friendly link for the OBS package. (#5102) 2017-01-22 14:49:22 +01:00
Ted John
ed940ab41c Merge pull request #5098 from IntelOrca/enable-lightfx
Resolve #5048: Enable light FX
2017-01-22 01:31:56 +00:00
LRFLEW
c70c1be3c1 Update Xcode Project 2017-01-21 19:09:03 -06:00
Ted John
66c2dcaa59 Remove unncessary extern from functions definitions. 2017-01-21 21:57:09 +00:00
Michael Steenbeek
d60b0def60 Fix loading zoomed sprites from RCT1 2017-01-21 21:48:12 +00:00
Ted John
a7edba27aa Enable light FX in builds 2017-01-21 12:02:41 +00:00
Ted John
fc66f42c31 Add config option to enable / disable light FX 2017-01-21 12:01:01 +00:00
wolfreak99
a15a3fedf7 Create "misc_commands" enum 2017-01-21 12:43:16 +01:00
OpenRCT2 git bot
4b0f45a740 Merge Localisation/master into OpenRCT2/develop. 2017-01-21 04:00:20 +00:00
Lastorder
97063010d7 Update installer version to 0.0.6
Installer version was still 0.0.5.
#5095
2017-01-21 01:51:35 +00:00
Michał Janiszewski
64fc76009a Strip ghost flag from elements on loading
Ghost elements are notoriously a reason of network desyncs, because they
don't get transferred over network. They are meant to be local only and
disregarded by any logic, but it is not yet the case in many places.

Upon saving, we *remove* all the ghost elements (by calling
`scenario_fix_ghosts`), based on assumption they can only be caused by
local interaction. Testing has shown there are `sv6`s in the wild that
have elements marked as ghosts and this could lead to a situation where
we strip away parts of the park. This also causes network desyncs for
reason stated above.

As we strip elements with ghost flag from saves anyway, it should be
safe to assume none of our saves introduce ghosts and this issue is
limited to hacked parks only. One example of such park is [Cocopa
Bay](http://www.nedesigns.com/park/3473/cocopa-bay/).

This change removes the flag on all map elements while importing. This
is much less invasive than removing all ghost elements on importing, as
they may contain some actual data. This ~~fixes~~ hides the desync that
could be seen in the Cocopa Bay park.

As this doesn't change any in-game logic, no network version update is
necessary.

#5094
2017-01-21 00:21:10 +00:00
Michael Steenbeek
936ec799fa Add constants for CSG1 large surface sprites 2017-01-20 12:40:06 +00:00
OpenRCT2 git bot
8c9b57915c Merge Localisation/master into OpenRCT2/develop. 2017-01-20 04:00:20 +00:00
Michael Steenbeek
ea23539737 Merge pull request #5092 from IntelOrca/add-rct1-path
Load CSG1
2017-01-19 20:28:56 +01:00
Michael Steenbeek
a5b280e115 Whitespace correction 2017-01-19 20:28:29 +01:00
Michael Steenbeek
5a3f2e01ab Add note explaining the start address of CSG1 2017-01-19 20:27:35 +01:00
Ted John
ebc0d03601 Rename terrain edge constant arrays 2017-01-19 15:00:21 +01:00
Ted John
ebebd3836c Refactor edge image arrays and add constants 2017-01-19 15:00:21 +01:00
Ted John
a102a566d2 Allocate image IDs for RCT1 images 2017-01-19 15:00:20 +01:00
Ted John
4bffc4b131 Add ability to import RCT1 graphics 2017-01-19 15:00:18 +01:00
wolfreak99
55972f17f8 Remove empty extern
[ci skip]
2017-01-19 08:37:11 +01:00
Michael Steenbeek
41bab044a6 Log number of exported objects as verbose, fixes #5063 2017-01-18 10:52:07 +01:00
Michael Steenbeek
f6b55b4a0d Merge pull request #5087 from marijnvdwerf/fix/vertical-tunnels
Test vertical tunnels properly
2017-01-18 10:04:25 +01:00
Marijn van der Werf
2c6100afcb Fix wrong vertical tunnel offsets 2017-01-18 00:01:58 +01:00
Marijn van der Werf
2ffbbe0678 Test vertical tunnels properly 2017-01-17 23:57:53 +01:00
Jonathan Haas
2fda0c8a1f Fix width of park rating bar in bottom toolbar 2017-01-17 23:11:12 +01:00