Commit Graph

18468 Commits

Author SHA1 Message Date
Niels Martin Hansen
78285207ce Change: Default music and sound effects volume to be lower 2021-04-18 21:31:21 +01:00
Milek7
300391465a Codechange: Use COINIT_MULTITHREADED in CoInitializeEx (#8938) 2021-04-18 21:31:21 +01:00
Charles Pigott
306d80be49 Remove: Invalid translations from Romanian 2021-04-18 21:31:21 +01:00
frosch
5af537026f Fix d4c3d01d: add plural form 14 to strgen. (#8999) 2021-04-18 21:31:21 +01:00
Nicolae Crefelean
a8a838c24c Add: new plural form for Romanian translation (#8936) 2021-04-18 21:31:21 +01:00
Didac Perez Parera
4cfcbcfbaa Fix: adjust object and rail station selection window padding to be consistent (#8929)
consistent
2021-04-18 21:31:21 +01:00
Jonathan G Rennison
34606b7cbd Fix: Memory leak of airport tile layout in AirportChangeInfo (prop 0A) (#8928) 2021-04-18 21:31:21 +01:00
Bernard Teo
f0f87ee0dc Fix #8922: Show vehicle window for single vehicle in shared order grouping (#8926) 2021-04-18 21:31:21 +01:00
Charles Pigott
9acb8f7d2c Fix #8919: Release builds with asserts enabled (#8925) 2021-04-18 21:31:21 +01:00
Patric Stout
fb23ee6add Fix: building on Raspberry Pi failed because of const vs constexpr (#8924) 2021-04-18 21:31:21 +01:00
Patric Stout
4eac2163f5 Doc: Prepare for 1.11.0 release 2021-04-01 12:39:58 +02:00
Patric Stout
183df5c981 Codechange: Suppress warnings when asserts are disabled (#8917) 2021-04-01 11:50:37 +02:00
translators
7fb12afc4f Update: Translations from eints
catalan: 2 changes by J0anJosep
2021-04-01 10:28:08 +02:00
Charles Pigott
92f966821e Codechange: Suppress warnings when asserts are disabled (#8916) 2021-04-01 10:28:08 +02:00
translators
903bd3d750 Update: Translations from eints
luxembourgish: 1 change by phreeze83
serbian: 59 changes by nkrs
2021-04-01 10:28:08 +02:00
Charles Pigott
edbae9ad6c Fix #8803: Only auto-remove signals when rail can be built (#8904) 2021-04-01 10:28:08 +02:00
translators
a931a18d05 Update: Translations from eints
english (us): 23 changes by 2TallTyler
luxembourgish: 63 changes by phreeze83
ukrainian: 72 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
turkish: 5 changes by nullaf
2021-04-01 10:28:08 +02:00
Mike
b36b1a8cf9 Fix #8565: Stopped road vehicle displays a speed different than 0 (#8901) 2021-04-01 10:28:08 +02:00
translators
b8af503ff5 Update: Translations from eints
english (us): 7 changes by HAJDog247
czech: 18 changes by PatrikSamuelTauchim
luxembourgish: 99 changes by phreeze83
serbian: 4 changes by nkrs
catalan: 20 changes by J0anJosep
french: 1 change by arikover
portuguese: 30 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
766b9895bf Update: Translations from eints
swedish: 30 changes by kustridaren
spanish (mexican): 1 change by absay
japanese: 13 changes by Azusa257
vietnamese: 1 change by KhoiCanDev
estonian: 12 changes by siimsoni
czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl
chinese (simplified): 88 changes by clzls
arabic (egypt): 16 changes by AviationGamerX
luxembourgish: 4 changes by phreeze83
korean: 34 changes by telk5093
italian: 16 changes by AlphaJack
german: 1 change by danidoedel, 1 change by Wuzzy2
slovak: 30 changes by FuryPapaya
catalan: 35 changes by J0anJosep
tamil: 16 changes by Aswn
dutch: 32 changes by Afoklala
portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
2021-04-01 10:28:08 +02:00
Charles Pigott
2b78c22349 Fix #8886: Don't try to resolve folders within tars named '.' 2021-04-01 10:28:08 +02:00
translators
4bcc3a4f3f Update: Translations from eints
norwegian (bokmal): 28 changes by Anolitt
spanish (mexican): 29 changes by absay
galician: 1 change by JohnBoyFan
vietnamese: 30 changes by KhoiCanDev
estonian: 31 changes by siimsoni
czech: 6 changes by tomas-vl
arabic (egypt): 73 changes by AviationGamerX
hungarian: 37 changes by pnpBrumi
german: 24 changes by danidoedel, 4 changes by matthiasradde, 2 changes by SecretIdetity
russian: 2 changes by SecretIdetity
finnish: 40 changes by lanurmi
catalan: 47 changes by J0anJosep
lithuanian: 30 changes by devbotas
spanish: 29 changes by JohnBoyFan
french: 30 changes by MalaGaM
portuguese (brazilian): 7 changes by jpsl00, 5 changes by Greavez
polish: 31 changes by Milek7
2021-04-01 10:28:08 +02:00
translators
d5b8829fb4 Update: Translations from eints 2021-04-01 10:28:08 +02:00
Patric Stout
872d1f1396 Change: scale heightmaps we export to highest peak and inform the user of this value
Before this commit, it scaled to map-height-limit. Recently this
could also be set to "auto", meaning players don't really know
or care about this value.

This also means that if a player exported a heightmap and wanted
to import it again, looking like the exact same map, he did not
know what value for "highest peak" to use.
2021-04-01 10:28:08 +02:00
Patric Stout
1e905dea20 Fix: store the recent new game_creation settings in savegames
This allows us to later on see what someone did, and makes sure
that "restart" command still knows how the game was created.
2021-04-01 10:28:08 +02:00
Patric Stout
cedc5c4de8 Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map
if it is reachable at all. But for sure it will do its atmost to
get there!
2021-04-01 10:28:08 +02:00
Patric Stout
13b1e585da Add: allow setting the highest mountain for heightmaps
It will add some slack to the map height limit if that was set
to auto.
2021-04-01 10:28:08 +02:00
Patric Stout
6dcc7f93c3 Feature: auto-detect map height limit based on generated map
This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.

In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.

People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.

Cheats still allow you to change this value.
2021-04-01 10:28:08 +02:00
Patric Stout
9496990f53 Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.

Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.

Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
2021-04-01 10:28:08 +02:00
Patric Stout
d700db0e7d Change: remove "maximum map height" from the New Game GUI
This setting influence the max heightlevel, and not as the name
suggests: the height of the generated map.

How ever you slice it, it is a very weird place to add this
setting, and it is better off being only in the settings menu.

Commits following this commit also make it more useful, so users
no longer have to care about it.
2021-04-01 10:28:08 +02:00
Patric Stout
ae0b641768 Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.

In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
2021-04-01 10:28:08 +02:00
Patric Stout
eff2376871 Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.

Maps can never be 100% snow, as we do not have sprites for coastal
tiles.

Internally, this calculates the best snow line height to approach
this coverage as close as possible.
2021-04-01 10:28:08 +02:00
Milek7
3fae244f54 Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. 2021-04-01 10:28:08 +02:00
translators
d77d0c9a5f Update: Translations from eints
chinese (traditional): 25 changes by SiderealArt
japanese: 81 changes by taku315
2021-04-01 10:28:08 +02:00
Koen Bussemaker
0b6e84f4cf Fix #8875: Filter string in station window breaks flow in user interface 2021-04-01 10:28:08 +02:00
Patric Stout
14692bf2e4 Fix: placing random trees in SE crashes the game (#8892)
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
2021-04-01 10:28:08 +02:00
translators
1f8bd4a8d7 Update: Translations from eints
slovak: 6 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
translators
10d5fc46f9 Update: Translations from eints
arabic (egypt): 22 changes by AviationGamerX
2021-04-01 10:28:08 +02:00
translators
28aeedc4e7 Update: Translations from eints
slovak: 10 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
translators
5802f61e42 Update: Translations from eints
chinese (simplified): 2 changes by clzls
korean: 2 changes by telk5093
slovak: 9 changes by FuryPapaya
catalan: 4 changes by J0anJosep
polish: 4 changes by pAter-exe
2021-04-01 10:28:08 +02:00
Michael Lutz
4e51cd1a03 Fix f0f96e31: [OpenGL] Broken window resizing due to invalid buffer pitch on texture creation. 2021-04-01 10:28:08 +02:00
translators
70117d3b82 Update: Translations from eints
vietnamese: 118 changes by KhoiCanDev
slovak: 13 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
frosch
4d3b14af6f Fix f0f96e31: [OpenGL] warning: comparison of integer expressions of different signedness. (#8881) 2021-04-01 10:28:08 +02:00
Michael Lutz
da55c7c69f Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer. (#8877) 2021-04-01 10:28:08 +02:00
translators
2c93c3b9cb Update: Translations from eints
ukrainian: 1 change by StepanIvasyn
2021-04-01 10:28:08 +02:00
dP
ea484bc9a6 Fix: Recompute road/railtype availability after disabling the engine 2021-04-01 10:28:08 +02:00
Peter Nelson
8e6522acef Fix: OSK layout not scaled for 2x or 4x GUI scale. 2021-04-01 10:28:08 +02:00
translators
3a3fb37dfe Update: Translations from eints
spanish (mexican): 8 changes by absay
ukrainian: 13 changes by StepanIvasyn
dutch: 3 changes by Afoklala
lithuanian: 1 change by devbotas
2021-04-01 10:28:08 +02:00
translators
2272de80e2 Update: Translations from eints
ukrainian: 10 changes by StepanIvasyn
portuguese: 78 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
38b506ecd6 Update: Translations from eints
swedish: 1 change by kustridaren
estonian: 1 change by siimsoni
russian: 5 changes by Ln-Wolf, 3 changes by SecretIdetity
ukrainian: 7 changes by StepanIvasyn
lithuanian: 31 changes by devbotas
portuguese: 54 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
df96bcf75c Update: Translations from eints
estonian: 2 changes by siimsoni
2021-04-01 10:28:08 +02:00
translators
63f6ae30e2 Update: Translations from eints
swedish: 10 changes by kustridaren
norwegian (bokmal): 3 changes by buzzCraft
czech: 39 changes by PatrikSamuelTauchim
ukrainian: 4 changes by StepanIvasyn
2021-04-01 10:28:08 +02:00
translators
87def2fd9e Update: Translations from eints
english (us): 8 changes by 2TallTyler
estonian: 16 changes by siimsoni
korean: 5 changes by telk5093
italian: 32 changes by AlphaJack
german: 5 changes by Wuzzy2
danish: 15 changes by achton
lithuanian: 89 changes by devbotas
spanish: 3 changes by MontyMontana
french: 8 changes by arikover
portuguese (brazilian): 3 changes by Greavez
polish: 17 changes by yazalo, 2 changes by pAter-exe
2021-04-01 10:28:08 +02:00
Tyler Trahan
6c93f02ff9
Add: Title game for 1.11 branch by Chrnan6710 (#8910) 2021-03-30 19:36:30 +02:00
Patric Stout
74c98db1b6
Fix 217071aa: spanish translation contains an invalid character (#8863) 2021-03-14 20:26:48 +01:00
translators
217071aa1d Update: Translations from eints
norwegian (bokmal): 5 changes by Anolitt
estonian: 13 changes by siimsoni
korean: 5 changes by telk5093
italian: 1 change by AlphaJack
german: 5 changes by danidoedel
ukrainian: 15 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
dutch: 5 changes by Afoklala
lithuanian: 82 changes by devbotas
spanish: 255 changes by MontyMontana
portuguese (brazilian): 5 changes by Greavez
2021-03-14 19:01:42 +00:00
Tyler Trahan
41baf8778b
Doc: Clarify comment that SND_05_TRAIN_THROUGH_TUNNEL is only for steam engines (#8858) 2021-03-14 11:16:14 +01:00
Patric Stout
c25847787e Codechange: we are not booing straps .. we are bootstrapping 2021-03-14 11:04:14 +01:00
Patric Stout
4fe222d853 Fix: errors during bootstrap could still show up after bootstrap
For example, if you have a config that defines OpenGFX as baseset
but for some reason you have no basesets anymore. In that case
bootstrap downloads OpenGFX for you, but it will still show the
error that "OpenGFX was not found" after the bootstrap. This was
an error generated before the bootstrapped kicked in.

Simply muting all errors during bootstrap solves this; as we cannot
show them anyway, this is fine. Any errors that remain after
bootstrap will be generated again anyway.
2021-03-14 11:04:14 +01:00
Patric Stout
22a9d921ef Fix: if bootstrap failed, it could end with an empty screen instead of error
There are various of ways bootstrap can fail:
- Failing network connection
- Incomplete download
- No write permissions
- Disk full
- (others I forgot)

They all result in a screen with no windows. To ensure we at least
always show something when anything bad happens, if the bootstrap
is not successful, show a screen what the next step for the human
should be.
2021-03-14 11:04:14 +01:00
Michael Lutz
13011e00c6 Fix #8860: [Win32] Crashlog window wasn't reliably shown for crashes not on the main thread. 2021-03-13 22:09:05 +01:00
translators
062eeb9810 Update: Translations from eints
english (us): 7 changes by 2TallTyler
estonian: 17 changes by siimsoni
hungarian: 100 changes by pnpBrumi
ukrainian: 8 changes by StepanIvasyn
dutch: 24 changes by Afoklala
spanish: 338 changes by MontyMontana
french: 29 changes by MalaGaM
portuguese (brazilian): 1 change by Greavez
2021-03-13 19:03:00 +00:00
Patric Stout
5056e963ba Fix #8851: don't allow infinite "exec" depth in script, but limit to 10 deep
This means if you execute a script from a script from a script, ..
for more than 10 times, it bails out now. This should be sufficient
for even the most complex scripts.
2021-03-13 10:01:05 +01:00
Patric Stout
8230cd009d Fix: calling "exec" from script never returned
Example:

exec other.script
echo hello

The "echo" was never executed.
2021-03-13 10:01:05 +01:00
Matt Kimber
bcb3313e13
Feature: allow setting maximum zoom level at which sprites are drawn (#8604) 2021-03-13 10:00:53 +01:00
Didac Perez Parera
e708fb38da
Feature: allow filtering on name in rail station window (#8706) 2021-03-13 10:00:36 +01:00
stormcone
9c5a7d3a57 Fix #8733: Can't buy train engine when the "Engines only" filter is active 2021-03-11 21:35:10 +00:00
translators
3cb2dd4889 Update: Translations from eints
swedish: 22 changes by kustridaren
ukrainian: 4 changes by StepanIvasyn
lithuanian: 7 changes by devbotas
spanish: 312 changes by MontyMontana
2021-03-11 18:08:46 +00:00
Tyler Trahan
de891238d6
Change: Recolour graph windows to brown (#8700) 2021-03-11 15:30:29 +01:00
frosch
f580ab4ba4 Fix #8647: draw tram catenary using 4 bounding boxes.
The back sprite is now supposed to contain west, north and east pillars.
The front sprite is supposed to contain the south pillar and the wires.
2021-03-11 00:21:09 +01:00
frosch
28589db664 Fix: front/back sprites of action5 tram catenary were swapped. 2021-03-11 00:21:09 +01:00
Jonathan G Rennison
c0b722ec46 Codechange: Add fast path to catenary drawing in MaskWireBits
MaskWireBits always returns its input unchanged if the input
has only 0 or 1 track bits set.
Having only 0 or 1 track bits sets (i.e. non junction tiles)
is by far the most common case.
Examining the state of neighbouring tiles and the subsequent
masking logic is relatively expensive and can be omitted in this case.
2021-03-10 23:28:10 +01:00
translators
1fb1e75038 Update: Translations from eints
norwegian (bokmal): 26 changes by Anolitt
spanish (mexican): 25 changes by absay
japanese: 11 changes by Azusa257
korean: 7 changes by telk5093
german: 7 changes by danidoedel
russian: 63 changes by Ln-Wolf
finnish: 7 changes by hpiirai
ukrainian: 5 changes by StepanIvasyn
catalan: 7 changes by J0anJosep
spanish: 7 changes by MontyMontana
portuguese (brazilian): 12 changes by Greavez
2021-03-10 18:08:46 +00:00
Patric Stout
4866e43862
Codechange: rework codeflow introduced in 098d5b22 (#8837)
It didn't sit well to me, how I wrote the commit initially. First
casting a variable into another, only to write it back into the
originally feels wrong.

This flow makes a bit more sense to me.
2021-03-10 13:57:52 +01:00
Patric Stout
14b61bfa6f Fix #8833: don't reload NewGRFs when we are shutting down
Otherwise that might cause calls to the video-driver, which are
already shut down by now. This causes, depending on the video-driver
crashes or weird effects.
2021-03-10 13:41:18 +01:00
Patric Stout
afadae6d50 Fix: abort world generation on exiting the game as soon as possible
This prevents the window from "freezing" when you close it during
world generation, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout
5426cb3baf Fix: abort GRFFileScanner on exiting the game as soon as possible
This prevents the window from "freezing" when you close it during
the scanning of NewGRFs, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout
b349ef6e71 Fix: don't update framerates when a modal window is open
Otherwise the numbers are all over the place when a modal window
just closed.
2021-03-10 13:41:18 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Patric Stout
098d5b2239
Fix #8711: having gui_zoom lower than zoom_min causes crashes (#8835)
gui_zoom was never clamp'd between zoom_min/zoom_max.

zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.
2021-03-10 13:39:03 +01:00
sean
160a5f2fdd
Codechange: Misleading function name for selecting refresh rate (#8836)
Co-authored-by: pnda <43609023+ThePNDA@users.noreply.github.com>
2021-03-10 12:37:35 +00:00
Patric Stout
47e11fa3f2
Codechange: only run InteractiveRandom() from the draw-thread (#8831)
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.

Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
2021-03-09 20:30:37 +01:00
Patric Stout
68e92d215a
Fix #8810: "aircraft out of fuel" news was looking in the wrong place (#8832)
v->tile for aircrafts is always zero when in the air. Only when
it starts its landing (or take-off) patterns it becomes a sane
value.
So instead, base the news on the last x/y coordinates of the plane.
2021-03-09 20:29:22 +01:00
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
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