Sergii Pylypenko
7a488b09ea
Fixed mutex deadlock in libtimidity shutdown function
2021-11-28 03:34:42 +02:00
Sergii Pylypenko
9d9528b14e
Renamed GetMinSizing() to GetMinButtonSize(), we do not use it for anything but button size
2021-11-28 03:34:39 +02:00
Sergii Pylypenko
c765e99c09
Removed less used sizing types
2021-11-28 03:27:45 +02:00
Sergii Pylypenko
b5cf145f32
Removed NWST_STEP and min_step, we don't need two variables doing the same thing
2021-11-28 03:25:11 +02:00
Sergii Pylypenko
7defb52028
Merge branch upstream/master
2021-11-28 03:16:36 +02:00
Sergii Pylypenko
e34ff278d4
Disabled on-screen keyboard in default config, we have native text input
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
76be9988dd
Load TTF fonts by default
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
77b7b46972
Better colors for build confirmation estimated cost tooltip
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
4a3074c446
Emscripten: disabled fullscreen mode, it apparently crashes in iOS 14.4
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
0e229a652b
Emscripten: disable extmidi
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
b18167b58d
Emscripten: on the other hand, let's make audio buffer slightly bigger
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
87dded477d
Emscripten: Try smaller audio buffer
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
e2a7da0b5f
Changed default settings to match Android default config file
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
63104ab06f
Fixed incorrect buffer size for Timidity mixer routine
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
ed4272b2bb
Emscripten: increase audio buffer to unreasonable size
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
316b9490b2
Fixed libtimidity not working with SDL2
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
d7f1b5869d
Emscripten: request fullscreen on first mouse click
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
a23b32e26f
Revert "Emscripten: fullscreen by default" - SDL2 fullscreen flag is emulated, it won't make browser window borderless
...
This reverts commit abbe0a4a0a .
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
ce7a1fddda
Emscripten: fullscreen by default
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
fcc0d68864
Emscripten: disabled relative mouse mode
2021-11-28 02:04:25 +02:00
Sergii Pylypenko
83cbddef79
Fixed Multiplayer dialog
2021-11-28 02:04:21 +02:00
Sergii Pylypenko
b66e53ad4b
Fixed text input in the wrong edit box in Multiplayer server list
2021-11-28 02:02:20 +02:00
Sergii Pylypenko
1b5bd52d8f
Merge branch upstream/master
2021-11-28 01:58:25 +02:00
Sergii Pylypenko
41edadab81
Merge branch upstream/master
2021-11-28 01:52:06 +02:00
rubidium42
6bd7f8816d
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 16:40:19 +01:00
PeterN
08781d96ed
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 16:39:20 +01:00
PeterN
0bc6f32346
Fix #9174 : Don't update text effect if it has been reset. ( #9183 )
2021-05-03 15:12:47 +01:00
Jonathan G Rennison
ece9a356dc
Fix #9113 : Assertion failure when removing airport with order backup ( #9182 )
2021-05-03 15:03:25 +01:00
translators
1a1def99dc
Update: Translations from eints
...
norwegian (bokmal): 24 changes by Anolitt
russian: 8 changes by Ln-Wolf
dutch: 46 changes by Afoklala
spanish: 43 changes by MontyMontana
french: 44 changes by arikover
2021-05-02 18:15:54 +00:00
Milek7
20762f9117
Codechange: Acquire video buffer before taking game state lock to prevent erratic fast forward behaviour ( #9140 )
2021-05-02 19:10:07 +01:00
Peter Nelson
756034fa27
Codechange: Validate custom station platform layout tiles are permitted values only.
2021-05-02 17:15:27 +01:00
Peter Nelson
a3e49178d1
Codechange: Use std::vector for NewGRF station tile sprite layouts.
2021-05-02 17:15:27 +01:00
Peter Nelson
bd1a20f6ee
Codechange: Use std::vector for NewGRF station platform layouts.
...
This avoids the need to custom memory management and additional members.
This also resolves use-after-free if modifying copied layouts, so presumably nobody has ever done that.
2021-05-02 17:15:27 +01:00
Michael Lutz
1f159f79de
Fix #9147 : Delay making screenshots until the next draw tick as we may not access the video buffer from the game thread.
2021-05-02 17:57:24 +02:00
Michael Lutz
91b8ce073f
Codechange: Generalise the delayed blitter change to a generic video driver command queue.
2021-05-02 17:57:24 +02:00
frosch
2cf5df2a50
Fix: [NewGRF] industry variable 66 and object variable 46 clamped the squared-euclidian distance to 16 bit, when they should not.
2021-05-02 13:45:43 +01:00
frosch
84aa17cea6
Fix: [NewGRF] industry variables 65 and 66 ignored the parameter, and always used the north tile.
2021-05-02 13:45:43 +01:00
rubidium42
56aa6d0edd
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.
2021-05-02 11:51:28 +02:00
PeterN
18651dd8b1
Fix: Update text effect size when font zoom is changed. ( #9174 )
2021-05-02 10:43:14 +01:00
PeterN
256dbee255
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.
2021-05-02 10:21:27 +01:00
Peter Nelson
18fb1c3866
Codechange: Warn if randomaction2 group count is not a power of 2.
...
Previously noted by a comment, this does not need to be guarded against as non-powers of 2 will not cause issues beyond the choice of results being reduced.
2021-05-02 09:41:01 +01:00
Peter Nelson
6b0b1bb3de
Cleanup: Use range iterator to evaluate DeterministicSpriteGroup.
2021-05-02 09:41:01 +01:00
Peter Nelson
913d8a7f28
Cleanup: Use std::vector in RandomSpriteGroup.
2021-05-02 09:41:01 +01:00
Peter Nelson
1aeaf39954
Cleanup: Use std::vector in DeterministicSpriteGroup.
2021-05-02 09:41:01 +01:00
Peter Nelson
f785a70a2b
Cleanup: Use std::vector in RealSpriteGroup.
2021-05-02 09:41:01 +01:00
rubidium42
e097c83c83
Codechange: move some OS abstraction method implementations out of the header
2021-05-01 19:36:22 +02:00
rubidium42
22720332eb
Codechange: encapsulate network error handling
2021-05-01 19:36:22 +02:00
rubidium42
0eb17a70af
Codechange: rename NetworkError to ShowNetworkError
2021-05-01 19:36:22 +02:00
Matt Kimber
520595ff87
Fix 3d7ab09: stopped trains not updating viewport hash when reversed for a second time ( #9165 )
2021-05-01 18:14:50 +01:00
rubidium42
05394d5216
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.
2021-05-01 18:30:08 +02:00