Commit Graph

24521 Commits

Author SHA1 Message Date
cirdan 395a5d9991 Cleanup: Remove unused ChunkType flag CH_AUTO_LENGTH
CH_AUTO_LENGTH is no longer used anywhere, so remove all code
that depends on it.
2020-12-27 10:30:55 +00:00
cirdan 46ff7d918b Cleanup: Remove save-only autolength flag from economy chunk handlers
CH_AUTO_LENGTH is only used when saving chunks; it makes no sense
to set it for chunks without a save handler.
2020-12-27 10:30:55 +00:00
Jonathan G Rennison 0e017f6233 Codechange: Enable FINAL, (un)likely, __attribute__ when building with clang 2020-12-27 10:30:55 +00:00
Jonathan G Rennison fc52d3df50 Codechange: Use likely/__builtin_expect for assertion macros 2020-12-27 10:30:55 +00:00
Jonathan G Rennison 5cf28be742 Codechange: Add support for verbose asserts 2020-12-27 10:30:55 +00:00
Jonathan G Rennison eb74179c6d Codechange: Unconditionally use static_assert
We're well past having to support non-C++11 compliant compilers now.
2020-12-27 10:30:55 +00:00
Charles Pigott 52f3abba6e Cleanup: Remove unnecessary assert_tcompile macro 2020-12-27 10:30:55 +00:00
glx22 d8605ad18d Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loops 2020-12-27 10:28:46 +00:00
Michael Lutz 1478fa93b3 Add: [NewGRF] Patch flag to test if inflation is on or off. 2020-12-27 10:28:39 +00:00
Michael Lutz 5a5d613ee3 Change: Disable changing the inflation setting in network games. 2020-12-27 10:28:39 +00:00
Niels Martin Hansen 2d9fa81bd0 Feature: Plant clumps of trees in editor by dragging on the landscape 2020-12-27 01:03:27 +01:00
Niels Martin Hansen e0ee2d530a Change: Switch tree GUI to use dynamically generated buttons
This makes it look a bit better in climates with fewer tree types.
2020-12-27 01:03:27 +01:00
Niels Martin Hansen 4d0f19406b Fix: Wrong tree sprite in tree toolbar 2020-12-27 01:03:27 +01:00
translators 2c8c6d423c Update: Translations from eints
korean: 18 changes by telk5093
2020-12-26 18:16:26 +00:00
Patric Stout 8fa2a67f6b Fix f66baa44: for-loop is no longer increasing "i"
During conversion it was overlooked that the for-loop used to do
this. Oops.
2020-12-26 13:32:25 +00:00
Patric Stout f2d78b11dd
Fix: [Actions] cmakeBuildType is only used with CMakeListsTxtBasic (#8435)
We use CMakeListsTxtAdvanced, and as such, we have to do this our
self via "-DCMAKE_BUILD_TYPE=RelWithDebInfo". Otherwise we are
producing Debug builds instead of Release builds. Oops.
2020-12-26 13:48:57 +01:00
Patric Stout 6aef1164a4 Fix: [Emscripten] using TIC/TOC on this platform is silly
Stop throwing a warning about this, as it is not likely we will
ever implement it.
2020-12-25 20:56:25 +01:00
Patric Stout e0b953b804 Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it
Also parts of the saveload code does, and some other places. This
does slow down builds, but for most computers this will not be
measurable. At least, the ones I had access to I could not find
a difference in FPS, mainly as that is heavily limited by the Hz
of the screens of the computer.

Either way, it is better to have a full functional game than a
fast one in my opinion
2020-12-25 20:56:25 +01:00
Michael Lutz 79cb9efa7f
Change: Always apply inflation from 1920 to 2090, no matter the game start year. (#7589) 2020-12-25 20:36:14 +01:00
Patric Stout e6e91a345c
Fix f66baa44: index was off by one (#8433)
i++ in the 3rd part of a for() is post, not pre. Oops.
2020-12-25 19:57:13 +01:00
Patric Stout f66baa444f
Codechange: use C++11 constructs for for-each loops (#8432) 2020-12-25 19:38:18 +01:00
translators 9add62796c Update: Translations from eints
finnish: 10 changes by hpiirai
2020-12-25 18:16:29 +00:00
Patric Stout 4319d31036 Fix #6468: don't store version of AIs-started-via-console in name
You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
2020-12-25 17:03:44 +01:00
Patric Stout 29e3331055 Codechange: move block a bit lower to increase readability
It was rather confusing that "library_name" was calculated, and
then not used to do the FindLibrary() call. Flipping those two
blocks around makes it a bit more sane to read.
2020-12-25 17:03:44 +01:00
Patric Stout 8c0e4ab07f
Doc: for over 10 years now, we do not load the exact AI version first (#8431)
See commit fae34ee7 for details. The documentation simply never
got updated.
2020-12-25 17:03:31 +01:00
translators 7b515fa0e2 Update: Translations from eints 2020-12-25 13:07:40 +00:00
frosch ba49fa3b82 Codechange: Rename strings to match their usage. 2020-12-25 00:40:35 +01:00
frosch 2bb691f50e Change: Remove the LAN/Internet combobox from the server list in favour of adding two separate search buttons. 2020-12-25 00:40:35 +01:00
Tyler Trahan 7bdfb382a8
Change: Towns don't build dead-end road bridges (#8401) 2020-12-25 00:37:13 +01:00
Pavel Stupnikov 22b9dec960
Feature: Add an option to disable tree growth completely (#8415) 2020-12-25 00:36:54 +01:00
Pavel Stupnikov 04e572933d
Fix: Don't lower tree density if spreading is not enabled (#8413) 2020-12-25 00:36:45 +01:00
Jonathan G Rennison 94d629d79b
Change: [Linkgraph] Allow job threads to be aborted early when clearing schedule (#8416)
When link graph jobs are cleared due to abandoning the game or exiting,
flag the job as aborted.
The link graph job running in a separate thread checks the aborted flag
periodically and terminates processing early if set.
This reduces the delay at game abandon or exit if a long-running job
would otherwise still be running.
2020-12-25 00:36:36 +01:00
translators ad47e3d9e6 Update: Translations from eints
finnish: 1 change by hpiirai
2020-12-24 18:19:47 +00:00
translators 2e6f37ecf1 Update: Translations from eints
arabic (egypt): 15 changes by AviationGamerX
korean: 15 changes by telk5093
finnish: 12 changes by hpiirai
2020-12-23 18:17:50 +00:00
frosch 3f606691a8
Add: [GitHub] PR template. (#8414) 2020-12-22 22:39:24 +01:00
translators cc8301449e Update: Translations from eints
korean: 2 changes by telk5093
catalan: 13 changes by perezdidac
2020-12-22 18:13:57 +00:00
Jonathan G Rennison 7f0fefddcf Change: [Linkgraph] Only acquire thread join performance measurements on network clients
Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
2020-12-22 15:17:57 +01:00
Jonathan G Rennison 0c5dc5d41e Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
Check if the job is still running two date fract ticks before it is due
to join, and if so pause the game until its done.
When loading a game, check if the game would block immediately due to
a job which is scheduled to be joined within two date fract ticks,
and if so pause the game until its done.
This avoids the main thread being blocked on a thread join, which appears
to the user as if the game is unresponsive, as the UI does not repaint
and cannot be interacted with.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
2020-12-22 15:17:57 +01:00
Pavel Stupnikov 9a45a0f535
Feature: Set exclusive access to industry from GS (#8115) 2020-12-22 14:29:48 +01:00
Niels Martin Hansen b7751c483e
Feature: Influence industry production changes from GS (#7912) 2020-12-22 14:21:31 +01:00
Patric Stout 547e5fdb65
Fix 86e08aa: STR_CARGO_PLURAL_CANDY with cases was not renamed (#8412) 2020-12-22 13:12:47 +01:00
Patric Stout d8c8f4e72d
Fix: next 67 savegame versions are used in PatchPacks; skip them (#8411)
Various of PatchPacks (Spring 2013, Joker, ChillPP) used versions
slightly higher than ours. Of course, as time went by, this
caught up with us, and we are now almost pushing a new version
that would conflict with them. To avoid users creating unneeded
issues about "why can I not load my savegame", lets be ahead of
the curve and flat-out refuse to load them.

Version-wise, this is totally fine. We have ~32k versions to go
before we run out (0x8000 is masked by JGRPP; we should avoid
using that). At the rate we bump savegames, this is not going to
happen in any sane reality.
2020-12-22 10:44:07 +01:00
Matt Kimber 6c3a5b5b17
Fix c02ef3e4: [NewGRF] Variable 0x44 was always HZB_TOWN_EDGE for road stops. (#8400) 2020-12-21 23:46:38 +01:00
Bernard Teo 981c540201 Change: Place "Group by" above "Sort by" in station window for consistency 2020-12-21 23:15:53 +01:00
Bernard Teo 4af1acfe92 Feature: Drag-and-drop vehicles in group GUI for shared order groups 2020-12-21 23:15:53 +01:00
Bernard Teo a5047b7566 Cleanup: Use range-based for-loop in group_gui.cpp 2020-12-21 23:15:53 +01:00
Bernard Teo 61fb1cac54 Cleanup: Move EndContainer() for empty WWT_PANEL to the same line 2020-12-21 23:15:53 +01:00
Bernard Teo e59c400ca6 Feature: Option to group vehicle lists by shared orders
This applies to all kinds of vehicle lists, as well as the "vehicle groups" window.
2020-12-21 23:15:53 +01:00
Bernard Teo 584df548f1 Codechange: Make vehicle lists internally support grouping of vehicles
This is in preparation for the new UI feature that allows grouping by shared orders.
2020-12-21 23:15:53 +01:00
Xaroth Brook 86e08aa8ef Update: Apply name changes to all languages. 2020-12-21 23:12:58 +01:00