Sergii Pylypenko
4d49fa47fa
Emscripten: Fixed compilation
2021-07-08 00:22:25 +03:00
Sergii Pylypenko
589b6bc92a
Emscripten: console text input
2021-07-07 23:46:07 +03:00
Sergii Pylypenko
ad3f0ff143
Emscripten: fixed key events for text input
2021-07-07 23:11:56 +03:00
Sergii Pylypenko
8ffb519ec6
Emscripten: text input with HTML <input> element
2021-06-24 01:00:17 +03:00
Sergii Pylypenko
4eed59213e
Fixed console obscured by vertical toolbar
2021-06-24 00:38:31 +03:00
Sergii Pylypenko
f6c674683c
Emscripten: fixed Ctrl key not working
2021-06-22 01:08:14 +03:00
Sergii Pylypenko
9d119889d1
Emscripten, removed more network hacks, Emscripten bug 12996 is fixed in Emscripten 2.0.20
2021-06-20 02:53:37 +03:00
Sergii Pylypenko
44c7cc19b8
Emscripten: removed network stubs and re-enabled multiplayer dialog
2021-06-20 02:32:37 +03:00
Sergii Pylypenko
dbb9fa9b6f
Emscripten: fixed fontconfig font path
2021-06-19 01:10:34 +03:00
Sergii Pylypenko
9cb1ebf0c1
Fixed fast forward not working in single-threaded mode
2021-05-16 00:30:08 +03:00
Sergii Pylypenko
d51517d548
Fixed a crash when saving to network - this should be done from the video thread
2021-05-16 00:23:06 +03:00
Sergii Pylypenko
fde3be923c
Removed duplicate setting
2021-05-15 23:44:25 +03:00
Sergii Pylypenko
4d369cbeb2
Option to disable mouse cursor for touchscreen devices
2021-05-11 01:05:10 +03:00
Sergii Pylypenko
241bd7277d
Fixed online content dialog
2021-05-11 00:02:18 +03:00
Sergii Pylypenko
dee909d23f
Fast forward requires threaded renderer, and OpenTTD have fixed threaded renderer in SDL1.2 backend
2021-05-10 23:54:50 +03:00
Sergii Pylypenko
3949f87465
Fixed mutex deadlock in libtimidity shutdown function
2021-05-08 00:03:20 +03:00
Sergii Pylypenko
26f6a01580
Renamed GetMinSizing() to GetMinButtonSize(), we do not use it for anything but button size
2021-05-07 22:54:49 +03:00
Sergii Pylypenko
1efdce0358
Removed less used sizing types
2021-05-07 22:51:44 +03:00
Sergii Pylypenko
e80df6ae8e
Removed NWST_STEP and min_step, we don't need two variables doing the same thing
2021-05-07 22:24:45 +03:00
Sergii Pylypenko
607d73f872
Merge tag '1.11.2' into 1.11
2021-05-07 21:53:27 +03:00
Sergii Pylypenko
a737180146
Updated revision file
2021-05-07 21:42:52 +03:00
Sergii Pylypenko
f048c692f1
Disabled on-screen keyboard in default config, we have native text input
2021-05-07 02:17:27 +03:00
Sergii Pylypenko
40ad95c98c
Load TTF fonts by default
2021-05-06 02:19:50 +03:00
Sergii Pylypenko
fb803563b7
Better colors for build confirmation estimated cost tooltip
2021-05-06 01:45:55 +03:00
Sergii Pylypenko
693ae0cf84
Emscripten: disabled fullscreen mode, it apparently crashes in iOS 14.4
2021-05-06 00:12:08 +03:00
Sergii Pylypenko
58bb93fd59
Emscripten: disable extmidi
2021-05-05 23:49:08 +03:00
Sergii Pylypenko
a7cc30e2c7
Emscripten: on the other hand, let's make audio buffer slightly bigger
2021-05-05 01:47:05 +03:00
Sergii Pylypenko
7a952eddbe
Emscripten: Try smaller audio buffer
2021-05-05 01:45:58 +03:00
Sergii Pylypenko
90320ddaed
Changed default settings to match Android default config file
2021-05-05 00:08:42 +03:00
Sergii Pylypenko
6daf1a3dd5
Fixed incorrect buffer size for Timidity mixer routine
2021-05-04 23:05:17 +03:00
Sergii Pylypenko
a1cdf3be27
Emscripten: increase audio buffer to unreasonable size
2021-05-04 23:04:17 +03:00
Sergii Pylypenko
6d3cb7b41e
Fixed libtimidity not working with SDL2
2021-05-04 22:54:17 +03:00
Charles Pigott
f11b06ff6a
Update: Backport language changes
2021-05-03 19:33:42 +01:00
rubidium42
f9595543ca
Fix #9117 , 04ce1f07: [Fluidsynth] Infinite wait when stopping song ( #9181 )
...
In FluidSynth 2.2.0 an extra state was added to denote stopping. To transition
from this state to a stopped state the rendering needs to be running. Since
04ce1f07 locking was added that skipped the rendering when something else held
a lock, so the state would never get to stopped and join would never return.
2021-05-03 19:33:42 +01:00
PeterN
9aa335aca3
Fix: Query windows may be partially drawn initially. ( #9184 )
...
Query window was not marked dirty after being moved on init. It was then marked dirty once the white border flash completed.
2021-05-03 19:33:42 +01:00
PeterN
05aed133c7
Fix #9174 : Don't update text effect if it has been reset. ( #9183 )
2021-05-03 19:33:42 +01:00
Jonathan G Rennison
b9ea4f07e4
Fix #9113 : Assertion failure when removing airport with order backup ( #9182 )
2021-05-03 19:33:42 +01:00
Milek7
8b5bd34a65
Codechange: Acquire video buffer before taking game state lock to prevent erratic fast forward behaviour ( #9140 )
2021-05-03 19:33:42 +01:00
Michael Lutz
72090f39ce
Fix #9147 : Delay making screenshots until the next draw tick as we may not access the video buffer from the game thread.
2021-05-03 19:33:42 +01:00
Michael Lutz
de61dadaa9
Codechange: Generalise the delayed blitter change to a generic video driver command queue.
2021-05-03 19:33:42 +01:00
PeterN
d52a66642d
Fix: Update text effect size when font zoom is changed. ( #9174 )
2021-05-03 19:33:42 +01:00
frosch
d92d807e1d
Fix: [NewGRF] industry variable 66 and object variable 46 clamped the squared-euclidian distance to 16 bit, when they should not.
2021-05-03 19:33:42 +01:00
frosch
60f85dbc37
Fix: [NewGRF] industry variables 65 and 66 ignored the parameter, and always used the north tile.
2021-05-03 19:33:42 +01:00
rubidium42
dbba489fcf
Fix: [Network] Reading beyond the length of the server's ID when hashing password
...
Under normal circumstances the server's ID is 32 characters excluding '\0', however this can be changed at the server. This ID is sent to the server for company name hashing. The client reads it into a statically allocated buffer of 33 bytes, but fills only the bytes it received from the server. However, the hash assumes all 33 bytes are set, thus potentially reading uninitialized data, or a part of the server ID of a previous game in the hashing routine.
It is still reading from memory assigned to the server ID, so nothing bad happens, except that company passwords might not work correctly.
2021-05-03 19:33:42 +01:00
PeterN
dd70d0ad85
Fix: Crash when extra viewport height is zero with sign in view. ( #9175 )
...
If a viewport sign straddles the top of a viewport, a crash will occur if the viewport height is zero. This is resolved by simply not attempting to draw the viewport in this situation, consistent with other widgets.
2021-05-03 19:33:42 +01:00
rubidium42
a8c5f8a10b
Codechange: move some OS abstraction method implementations out of the header
2021-05-03 19:33:42 +01:00
rubidium42
ef258b1686
Codechange: encapsulate network error handling
2021-05-03 19:33:42 +01:00
rubidium42
3265e56294
Codechange: rename NetworkError to ShowNetworkError
2021-05-03 19:33:42 +01:00
rubidium42
c3d134793f
Fix #6598 : Prevent invalid memory accesses when abandoning a join from within a network game
...
One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list.
Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
2021-05-03 19:33:42 +01:00
rubidium42
59c356ad39
Fix #6598 : Do not disconnect before company number validation
...
NetworkClientConnectGame already does a NetworkDisconnect, so no reason to do it here
2021-05-03 19:33:42 +01:00