Commit graph

25373 commits

Author SHA1 Message Date
translators
65f558d6df Update: Translations from eints
english (us): 18 changes by 2TallTyler
korean: 17 changes by telk5093
german: 13 changes by danidoedel, 4 changes by Wuzzy2
finnish: 17 changes by hpiirai
catalan: 17 changes by J0anJosep
lithuanian: 33 changes by devbotas
spanish: 17 changes by MontyMontana
portuguese (brazilian): 20 changes by Greavez
polish: 9 changes by yazalo
2021-03-09 18:22:28 +00:00
Patric Stout
b21ba566ae
Codechange: remove special strings for language and resolutions (#8824)
As OpenTTD grew, we found other ways to do this, and we are no
longer in need for a hack like this.
2021-03-09 10:58:33 +01:00
PeterN
9fdc881005
Fix: Scale PIP-padding the same as regular padding. (#8829) 2021-03-09 10:43:04 +01:00
sean
0464a50ab8
Add: Display refresh rate game option (#8813) 2021-03-09 10:22:52 +01:00
Patric Stout
64a8c38d2f
Fix: [Actions] update environment variable for AWS region (#8827) 2021-03-08 23:31:45 +01:00
Michael Lutz
436cdf1fc8 Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread. 2021-03-08 21:35:35 +01:00
translators
ee69a0dc29 Update: Translations from eints
lithuanian: 5 changes by devbotas
portuguese (brazilian): 8 changes by Greavez
2021-03-08 19:03:59 +00:00
Patric Stout
8946b41d20 Fix: ensure switching blitter happens in the main thread
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
2021-03-08 19:18:55 +01:00
Patric Stout
e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Michael Lutz
3a4a15cc93 Codechange: don't set the window position when changing blitter
There really is no need to make an extra call to the OS in
these cases.
2021-03-08 19:18:55 +01:00
Patric Stout
b9eac7c6dc Codechange: remove the unused lock around Blitter 2021-03-08 19:18:55 +01:00
Patric Stout
4610aa7ae3 Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
2021-03-08 19:18:55 +01:00
dP
56911a86ea Add: Buttons to open global goals from company goals and vice versa 2021-03-08 18:18:47 +00:00
dP
818bee3961 Change: Don't show global goals in company goal windows 2021-03-08 18:18:47 +00:00
Didac Perez Parera
3878c4781e
Fix #8817: keep NewGRF order for object class sorting (#8818) 2021-03-08 17:00:43 +01:00
Patric Stout
04db99749b
Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)
Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
2021-03-08 16:57:59 +01:00
Eddi-z
d3179709b1
Change: Clarify what effect town interactions have (#8744) 2021-03-08 15:44:33 +01:00
Michael Lutz
25656a10cb Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping the video buffer. 2021-03-08 15:43:22 +01:00
Michael Lutz
ae1f7bd695
Fix 937d60f2: Broken company colours for 40bpp-blitter. (#8821) 2021-03-08 15:43:08 +01:00
Patric Stout
b93d7dd3cb
Add: Option to (dis-)allow accelerated video drivers. (#8819)
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08 15:42:39 +01:00
Didac Perez Parera
6e2a96c133
Add: filter for "engines only" in build train window (#8733) 2021-03-08 12:03:11 +01:00
translators
f70aa8fabe Update: Translations from eints
estonian: 6 changes by siimsoni
catalan: 3 changes by J0anJosep
latvian: 37 changes by lexuslatvia
portuguese (brazilian): 8 changes by Greavez
polish: 1 change by azabost
2021-03-07 19:02:12 +00:00
Jonathan G Rennison
25909b06d2 Fix #8809: Crash when removing airport when hangar window open 2021-03-07 17:59:38 +00:00
translators
2860de7bf4 Update: Translations from eints
chinese (traditional): 5 changes by benny30111
estonian: 1 change by siimsoni
italian: 1 change by AlphaJack
ukrainian: 4 changes by StepanIvasyn
tamil: 37 changes by Aswn
portuguese (brazilian): 19 changes by Greavez
2021-03-06 19:01:58 +00:00
translators
f536fd55d8 Update: Translations from eints
swedish: 1 change by kustridaren
spanish (mexican): 4 changes by absay
estonian: 80 changes by siimsoni
arabic (egypt): 13 changes by AviationGamerX
ukrainian: 1 change by StepanIvasyn
dutch: 1 change by Afoklala
portuguese (brazilian): 15 changes by Greavez
2021-03-05 19:02:54 +00:00
Patric Stout
06a3c0cb26 Fix dddf885f: use IConsoleError to produce console errors 2021-03-04 22:23:05 +01:00
Patric Stout
8c6b5e52fd Add: allow making heightmap screenshot via console 2021-03-04 22:23:05 +01:00
Patric Stout
ac5e77ea3b Feature: allow custom width/height of screenshot via console
Reworked how the screenshot command works while keeping it backwards
compatible. It can now more freely understand arguments, and has
the ability to make SC_DEFAULTZOOM screenshots.
2021-03-04 22:23:05 +01:00
translators
879eb9c348 Update: Translations from eints
estonian: 22 changes by siimsoni
korean: 1 change by telk5093
serbian: 41 changes by nkrs
german: 1 change by Wuzzy2
romanian: 14 changes by ALEX11BR
russian: 5 changes by Ln-Wolf
finnish: 5 changes by hpiirai
ukrainian: 2 changes by StepanIvasyn
lithuanian: 105 changes by devbotas
spanish: 3 changes by MontyMontana
french: 5 changes by MalaGaM
portuguese (brazilian): 13 changes by Greavez
2021-03-04 19:00:02 +00:00
glx22
349dc568ea Fix: [CMake] Remove timestamps from regression output 2021-03-04 16:22:58 +01:00
glx22
1d79f55a46 Fix: [CMake] Skip detection for unused libs for dedicated builds 2021-03-04 16:22:58 +01:00
glx22
db0993f500 Change: [Actions] Also check dedicated build 2021-03-04 16:22:58 +01:00
Patric Stout
0243ae4654
Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering relation (#8801)
In other words, it should only (!) return true if A comes for B.
This promise was broken for the situation where two values are
identical. It would return true in these cases too. This is of
course not possible: if two values are identical, neither come
before the other. As such, the sorter was not imposing strict
weak ordering relations.

libstdc++ handled this scenario just fine, but libc++ crashes
badly on this, as it allowed comparing of [begin, end] instead
of [begin, end).
libc++ considered this not a bug (and by specs, they are correct;
just this way of crashing is of course a bit harsh):
https://bugs.llvm.org/show_bug.cgi?id=47903
2021-03-03 12:12:29 +00:00
Michael Lutz
937d60f239
Fix #8774: Black screenshots when using 40bpp-blitter. (#8791)
This affected all screenshot types that render to an off-screen
buffer and don't copy the actual screen contents.
2021-03-02 20:55:39 +01:00
translators
95462493ef Update: Translations from eints
english (us): 4 changes by 2TallTyler
italian: 4 changes by troccoli
serbian: 251 changes by nkrs
german: 6 changes by ebla71, 2 changes by Wuzzy2
romanian: 3 changes by ALEX11BR
russian: 11 changes by Ln-Wolf
ukrainian: 2 changes by StepanIvasyn
lithuanian: 15 changes by devbotas
spanish: 2 changes by perezdidac
2021-03-02 18:56:54 +00:00
Michael Lutz
c656633bea Fix #8775: [Win32] Don't create the main window when alt-tabbing back into fullscreen. 2021-03-01 23:41:39 +01:00
Michael Lutz
b7a44983b4 Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen. 2021-03-01 23:41:39 +01:00
Patric Stout
74aa934441 Codechange: validate that "max" value of settings fit in their storage
This is an easy mistake to make, so protect us against making such
mistakes, by validating it doesn't happen.
2021-03-01 23:17:47 +01:00
Patric Stout
d7a70c67ba Fix: old snow_line_height had a higher maximum value than could be stored
So any old game made with this setting was overflowing anyway;
not really a lot we can do about that now.
2021-03-01 23:17:47 +01:00
Patric Stout
a0c298a539 Fix: three max-values for settings could exceed their storage size 2021-03-01 23:17:47 +01:00
Patric Stout
abac4b1758
Fix c4df0f95: bootstrap was only showing a black screen (#8788)
The bootstrap has the _switch_mode to SM_MENU, and never leaves
this mode. Neither is it considered a modal window (while in some
sense it really is). So .. we need to add another "draw anyway"
exception, to make sure bootstrap is being drawn.
2021-03-01 23:17:30 +01:00
Limyx826
47e899cf75 Add: Malaysia Ringgit as Currency
Cause why not

*Update the formating
2021-03-01 21:56:26 +00:00
Charles Pigott
64686b53ff Change: Zero out the gameloop timers when the game is paused 2021-03-01 21:55:51 +00:00
Charles Pigott
ef5cea0e06 Change: De-limit framerate window's framerate 2021-03-01 21:55:51 +00:00
glx22
cd4c8ecbf3 Add: [Actions] Allow partial cache invalidation on dependencies change 2021-03-01 22:41:48 +01:00
Owen Rudge
838fd61f29 Fix: [OSX] Hide dock when entering fullscreen 2021-03-01 21:03:18 +00:00
translators
02e7bc7e0a Update: Translations from eints
swedish: 4 changes by kustridaren
norwegian (bokmal): 3 changes by buzzCraft
spanish (mexican): 12 changes by absay
korean: 4 changes by telk5093
greek: 85 changes by sntovas
german: 4 changes by MagnumSociety
catalan: 5 changes by J0anJosep
tamil: 16 changes by Ramesh78dev
dutch: 4 changes by rcpaul
polish: 5 changes by pAter-exe
2021-03-01 19:01:41 +00:00
Patric Stout
40505e645a Fix: terraform limit acted random when maxing out per_64k_frames setting
uint32 + uint32 can overflow, so cast it to uint64 first.
2021-03-01 16:35:16 +01:00
Patric Stout
25e5a92286 Fix 9b800a96: (a << 16) is unsigned, so don't remove the cast 2021-03-01 16:35:16 +01:00
Patric Stout
8bc0089fc4
Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size (#8769) 2021-02-28 21:53:14 +01:00