Commit Graph

35251 Commits

Author SHA1 Message Date
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
Patric Stout 2514cf3c5c Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129)
The idea is that if you query an older server that does not support
this packet yet, the client receives an error. The assumption was
that on every "illegal packet" the connection would be closed. This
turns out to be false.

Now CLIENT_GAME_INFO aligns with the old PACKET_CLIENT_NEWGRFS_CHECKED,
which does a pre-check (which fails), and an error is sent back
and the connection is closed.

This is not a nice solution, but it is the best we got.
2021-05-03 19:33:42 +01:00