Update to 14.0-beta1

This commit is contained in:
dP
2024-02-04 02:18:17 +05:30
parent 79037e2c65
commit 33ef333b57
1325 changed files with 138461 additions and 70983 deletions
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@@ -53,4 +53,7 @@ Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.
## More information
You can find more theory on the causes and debugging of desyncs in the
[desync documentation](./desync.md).
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@@ -19,14 +19,14 @@ your operating system:
- Windows:
- `C:\My Documents\OpenTTD` (95, 98, ME)
- `C:\Documents and Settings\<username>\My Documents\OpenTTD` (2000, XP)
- `C:\Users\<username>\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- `C:\Users\<username>\Documents\OpenTTD` (7, 8.1, 10, 11)
- macOS: `~/Documents/OpenTTD`
- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
when built with XDG base directory support, otherwise `~/.openttd`
3. The shared directory
- Windows:
- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- `C:\Users\Public\Documents\OpenTTD` (7, 8.1, 10, 11)
- macOS: `/Library/Application Support/OpenTTD`
- Linux: not available
4. The binary directory (where the OpenTTD executable is)
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@@ -25,6 +25,10 @@ The translators will decide whether, where and how to apply your suggestion.
Sorry, we don't offer this option.
Only when there is a consistency problem that needs addressing, this can be done via a PR.
We are very strict about this, and in general all PRs making translation changes will be closed.
But if it is really needed, and the change is not a revert of any older change, a PR can be created to do mass changes to a translation.
### I want to change the language definition (plural form, genders, cases) of a translation.
Please [create an issue](https://github.com/OpenTTD/OpenTTD/issues/new/choose) for this.
+4 -2
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@@ -807,8 +807,6 @@
</table>
</li>
<li>m2 bits 5..4: ground density</li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>m3 bits 7..0: type of trees:
<table>
<tr>
@@ -991,13 +989,17 @@
</tr>
</table>
</li>
<li>m6 bit 7: rail station / waypoint may have catenary pylons</li>
<li>m6 bit 6: rail station / waypoint may have catenary wires</li>
<li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)</li>
<li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
<li>m6 bit 0: rail station / waypoint is blocked</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
<li>m7: animation frame (railway stations/waypoints, airports)</li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
<li>m8 bits 5..0: custom road stop id; 0 means standard graphics</li>
</ul>
</td>
</tr>
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@@ -188,7 +188,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits" rowspan=2><span class="used" title="Random bits">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits" rowspan=2><span class="used" title="Custom station specifications ID">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Graphics index">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OO</span><span class="used" title="Station type">XXX</span> <span class="used" title="Reserved track">X</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="used" title="May have pylons">X</span><span class="used" title="May have wires">X</span><span class="used" title="Station type">XXX</span> <span class="used" title="Reserved track">X</span><span class="free">O</span><span class="used" title="Tile is blocked">X</span></td>
<td class="bits" rowspan=2><span class="used" title="Animation frame">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OO</span><span class="used" title="Railway type">XX XXXX</span></td>
</tr>
@@ -203,7 +203,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits"><span class="usable" title="Graphics index">OOOO O</span><span class="used" title="Graphics index: 00 (exit towards NE), 01 (exit towards SE), 02 (exit towards SW), 03 (exit towards NW), 04 (drive through X), 05 (drive through Y)">XXX</span></td>
<td class="bits" rowspan=5><span class="free">OO</span><span class="used" title="Station type">XX X</span><span class="free">OOO</span></td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Owner of road">X XXXX</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX<span class="free">OO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX</span> <span class="used" title="Custom road stops specifications ID">XXXXXX</span></td>
</tr>
<tr>
<td class="caption">airport</td>
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@@ -193,6 +193,9 @@ If it is, and your server still isn't showing up, start OpenTTD with
`-d net=4` as extra argument. This will show debug message related to the
network, including communication to/from the Game Coordinator.
See the [Game Coordinator documentation](./game_coordinator.md) for more
technical information about the Game Coordinator service.
### My server warns a lot about getaddrinfo taking N seconds
This could be a transient issue with your (local) DNS server, but if the
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@@ -1,6 +1,6 @@
.\" Hey, EMACS: -*- nroff -*-
.\" Please adjust this date whenever revising the manpage.
.Dd October 13, 2014
.Dd August 12, 2023
.Dt OPENTTD 6
.Os
.Sh NAME
@@ -8,18 +8,17 @@
.Nd open source clone of the Microprose game \(lqTransport Tycoon Deluxe\(rq
.Sh SYNOPSIS
.Nm
.Op Fl efhx
.Op Fl efhQxX
.Op Fl b Ar blitter
.Op Fl c Ar config_file
.Op Fl d Op Ar level | Ar cat Ns = Ns Ar lvl Ns Op , Ns Ar ...
.Op Fl D Oo Ar host Oc Ns Op : Ns Ar port
.Op Fl g Op Ar savegame
.Op Fl g Op Ar file
.Op Fl G Ar seed
.Op Fl I Ar graphicsset
.Op Fl l Ar host Ns Op : Ns Ar port
.Op Fl m Ar driver
.Op Fl M Ar musicset
.Op Fl n Ar host Ns Oo : Ns Ar port Oc Ns Op # Ns Ar player
.Op Fl n Ar host Ns Oo : Ns Ar port Oc Ns Op # Ns Ar company
.Op Fl p Ar password
.Op Fl P Ar password
.Op Fl q Ar savegame
@@ -29,7 +28,7 @@
.Op Fl t Ar year
.Op Fl v Ar driver
.Sh OPTIONS
.Bl -tag -width "-n host[:port][#player]"
.Bl -tag -width "-n host[:port][#company]"
.It Fl b Ar blitter
Select the blitter
.Ar blitter ;
@@ -63,11 +62,11 @@ Start in world editor mode.
.It Fl f
Fork into background (dedicated server only, see
.Fl D ) .
.It Fl g Op Ar savegame
.It Fl g Op Ar file
Load
.Ar savegame
at start or start a new game if omitted.
.Ar savegame
.Ar file
(can be either a savegame, scenario, or heightmap) at start or start a new game if omitted.
.Ar file
must be either an absolute path or one relative to the current path or one of
the search paths.
.It Fl G Ar seed
@@ -82,11 +81,6 @@ Select the graphics set
see
.Fl h
for a full list.
.It Fl l Ar host Ns Op : Ns Ar port
Redirect
.Fn DEBUG
output; see
.Fl D .
.It Fl m Ar driver
Select the music driver
.Ar driver ;
@@ -99,8 +93,8 @@ Select the music set
see
.Fl h
for a full list.
.It Fl n Ar host Ns Oo : Ns Ar port Oc Ns Op # Ns Ar player
Join a network game, optionally specifying a port to connect to and player to
.It Fl n Ar host Ns Oo : Ns Ar port Oc Ns Op # Ns Ar company
Join a network game, optionally specifying a port to connect to and company to
play as.
.It Fl p Ar password
Password used to join server.
@@ -112,6 +106,14 @@ Only useful with
.Fl n .
.It Fl q Ar savegame
Write some information about the specified savegame and exit.
.It Fl Q
Don't scan for/load NewGRF files on startup.
.Pp
Passing
.Fl Q
twice (so,
.Fl QQ
) will disable NewGRF scanning/loading entirely.
.It Fl r Ar width Ns x Ns Ar height
Set the resolution to
.Ar width
@@ -141,6 +143,8 @@ see
for a full list.
.It Fl x
Do not automatically save to config file on exit.
.It Fl X
Do not use global folders to search for files.
.El
.Sh SEE ALSO
.Lk https://wiki.openttd.org "Wiki"
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@@ -0,0 +1,48 @@
# Releasing OpenTTD
This guide is for OpenTTD developers/maintainers, to release a new version of OpenTTD.
## Step 0: Branch or Backport
* If this is a beta version release, skip this step.
* If this is an RC1 (first Release Candidate) build, create a new branch `release/nn` where `nn` is the major version number, then apply changes similar to [PR#9573](https://github.com/OpenTTD/OpenTTD/pull/9573). You also need to forwardport the changelog, as in [PR#10113](https://github.com/OpenTTD/OpenTTD/pull/10113).
* Update CMakeLists.txt
* Add a new (empty) AI compatibility script in bin/ai/
* Add the new version to CheckAPIVersion in src/ai/ai_info.cpp + src/game/game_info.cpp
* Add the new version to src/script/api/ai_changelog.hpp + src/script/api/game_changelog.hpp
* Update the version of regression in bin/ai/regression/regression_info.nut
* Add a note to src/saveload/saveload.h about which savegame version is used in the branch.
* If this is a later RC or release build and the release branch already exists, you'll need to backport fixes and language from master to this branch, which were merged after the branch diverged from master. You can use these two helper scripts: https://github.com/OpenTTD/scripts/tree/main/backport
## Step 1: Prepare changelog documentation
1. Update the [changelog](../changelog.txt) with new changes since the last release.
* Changelog entries are typically PR titles, but can be edited to be more helpful without context.
* Don't include fixes to things which haven't previously been released (like fixes to features which are in the same changelog).
* Order the entries by importance: `Feature > Add > Change > Fix`, then numerically by PR number.
2. Create a changelog PR, get approval, and merge.
* For beta releases, target master, otherwise target the release branch.
## Step 2: Prepare website release announcement
1. Go to https://github.com/OpenTTD/website/new/main/_posts and write a new announcement post. See a [previous example](https://github.com/OpenTTD/website/pull/238) for a template.
2. Create a new branch for this post and open a PR for it.
3. Write announcement text for socials like Forum/Discord/Twitter/Reddit and include it in the PR.
4. Create a Steam news image for that post and include it in the PR.
5. Check the website post (preview link via checks page) and make corrections. We usually just use the GitHub web interface for this and squash the result later.
6. Get this PR approved, but do not merge yet.
## Step 3: Make the actual OpenTTD release
1. Go to https://github.com/OpenTTD/OpenTTD/releases/new and create a new tag matching the release number. For the body of the release, see any older release. "Set as a pre-release" for a beta or RC, set as latest for a real release.
2. Merge website PR.
3. Wait for the OpenTTD release checks to be complete.
4. Check that website links to the new release are working and correct, using the [staging website](https://www-staging.openttd.org/).
5. If this is a full release, ask orudge to update the Microsoft Store and TrueBrain to move the release from the "testing" to "default" branch on Steam.
## Step 4: Tell the world
1. Tag and create a website release to trigger the actions that update the website.
2. After the website is live, make announcements on social media. You may need to coordinate with other developers who can make posts on Twitter, Reddit, Steam, and GOG.
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@@ -0,0 +1,34 @@
# OpenTTD's Symbol Server
For all official releases, OpenTTD collects the Breakpad Symbols (SYM-files) and Microsoft's Symbols (PDB-files), and publishes them on our own Symbol Server (https://symbols.openttd.org).
These symbol files are needed to analyze `crash.dmp` files as attached to issues by users.
A `crash.dmp` is created on Windows, Linux, and MacOS when a crash happens.
This combined with the `crash.log` should give a pretty good indication what was going on at the moment the game crashed.
## Analyzing a crash.dmp
### MSVC
In MSVC you can add the above URL as Symbol Server (and please enable MSVC's for all other libraries), allowing you to analyze `crash.dmp`.
Now simply open up the `crash.dmp`, and start debugging.
### All other platforms
The best tool to use is `minidump-stackwalk` as published in the Rust's cargo index:
```bash
cargo install minidump-stackwalk
```
For how to install Rust, please see [here](https://doc.rust-lang.org/cargo/getting-started/installation.html).
Now run the tool like:
```bash
minidump-stackwalk <crash.dmp> --symbols-url https://symbols.openttd.org
```
For convenience, the above Symbol Server also check with Mozilla's Symbol Server in case any other library but OpenTTD is requested.
This means files like `libc`, `kernel32.dll`, etc are all available on the above mentioned Symbol Server.