Commit Graph

168 Commits

Author SHA1 Message Date
Cyprian Klimaszewski
add6521abd Doc: Update information for receiving a copy of GPL. (#14869) 2025-12-08 22:26:18 +05:00
Peter Nelson
2608ff2bac Change: Scale towns/industries by amount of land tiles. (#10063) 2025-12-08 20:00:07 +05:00
dP
8404c2a7cc Merge remote-tracking branch 'upstream/master' 2025-09-28 02:33:49 +05:00
Rubidium
7c0f69a8fe Codefix: typos in comments and strings 2025-08-31 10:30:37 +02:00
dP
f0f93c68ca Merge remote-tracking branch 'upstream/master' 2025-06-14 17:01:17 +05:00
Peter Nelson
ecafbf884e Add: Allow separate expansion of town buildings and roads in scenario editor. (#14341) 2025-06-07 13:56:43 +00:00
dP
df3a6e321f Merge remote-tracking branch 'upstream/master' 2025-05-14 18:41:13 +05:00
frosch
b956af631e Codechange: Replace CircularTileSearch with SpiralTileSequence. 2025-04-20 12:50:45 +02:00
Loïc Guilloux
f35fa6679b Change: [Script] Start GS (but don't run it) when generating world in scenario editor (#13961) 2025-04-04 12:52:02 +02:00
Peter Nelson
2909a14374 Codechange: Include table/strings.h in files that use StringIDs.
Be consistent with how and where the file is incldued.
2025-03-21 12:53:40 +00:00
Rubidium
fd4adc55e3 Codechange: replace INVALID_X with XID::Invalid() for PoolIDs 2025-02-16 20:23:00 +01:00
Peter Nelson
2d7d085e8e Codechange: Use EncodedString for error messages. (#13569) 2025-02-16 10:04:32 +00:00
Rubidium
672c5f0d98 Codefix: 'Short global name' 2025-02-15 21:06:28 +01:00
Rubidium
c3d5e6d2a0 Codechange: Use EnumBitSet for DoCommandFlags 2025-02-14 00:28:57 +01:00
Peter Nelson
bf6293a13f Fix: Rail/road type conversion data is not populated on new game. (#13403)
This means that the rail/road type conversion that happens if NewGRFs are changed does not work the first time for a new game, only with a savegame.
2025-01-29 21:45:16 +00:00
dP
a86fd7c621 Update to 15.0-beta1 2024-12-25 20:34:06 +05:00
Peter Nelson
4be3361aa3 Fix ad020759: Update town data loader for FileHandle change. (#12942)
A non-conflicting merge conflict...
2024-09-16 17:52:24 +01:00
Tyler Trahan
ad020759c7 Feature: Import town data from JSON file (#10409) 2024-09-16 09:29:10 -04:00
dP
6d1138b9a0 Merge remote-tracking branch 'upstream/master' 2024-05-05 15:34:56 +05:00
dP
46dc456049 Update to 14.1 2024-05-05 14:51:12 +05:00
Peter Nelson
48eb9b8bc9 Add: Check that towns can build roads before generating map. (#12503) 2024-04-16 15:25:07 +00:00
Peter Nelson
3e83dcedfd Codechange: Allocate houses dynamically instead of from a fixed array.
This uses vectors for HouseSpecs and global/town building counts.
2024-03-28 23:23:00 +01:00
Rubidium
bab5a8a787 Codechange: use std::source_location over __FILE__ and __LINE__ for Backup 2024-03-10 10:14:20 +01:00
dP
645bfaffbd Merge remote-tracking branch 'upstream/master' 2024-02-04 22:50:08 +05:30
dP
33ef333b57 Update to 14.0-beta1 2024-02-04 02:18:17 +05:30
Patric Stout
7acf78964f Remove: "generation_seed" from config, as it was a write-only value (#11927) 2024-01-30 17:02:35 +00:00
Patric Stout
4024bb5554 Fix #11910: use economy timer for dmp_cmds files (#11925) 2024-01-29 21:58:22 +00:00
Patric Stout
090616b4c9 Add: allow loading heightmaps from command-line (#11870)
If you want to load a file from tar, you have to give the file
inside the tar in order for it to work:

<tar-file>/<dir-in-tar>/<file>.png
2024-01-22 22:35:25 +00:00
Kuhnovic
b38d3c2208 Change: simplified water region evaluation, removed savegame data (#11750) 2024-01-21 20:56:50 +00:00
Patric Stout
f35e257adc Fix #9722: create vital windows as soon as local_company is set (#11858)
Many places use local_company to detect whether world generation is
done, and blindly assume all vital windows exists when local_company
is set.
2024-01-21 17:36:33 +00:00
Kuhnovic
f1e999ec59 Feature: Region-based pathfinder for ships (#10543) 2024-01-08 20:29:05 +01:00
Rubidium
4de9b8a988 Codechange: use fmt::format to create desync dump savegames 2023-06-07 08:02:58 +02:00
Patric Stout
31ad990831 Codechange: move tick-counter into TimerGameTick (#10712) 2023-04-24 16:55:40 +00:00
Patric Stout
7aa2b9ab0a Codechange: move all date-related variables inside the timer (#10706) 2023-04-24 15:56:01 +00:00
Rubidium
fe2bcd2a58 Codechange: migrate size related functions to Map structure 2023-01-21 17:11:40 +01:00
Rubidium
c5ff61c5f2 Add: script specific Randomizer instances 2023-01-14 22:00:11 +01:00
Rubidium
bcfe0fb076 Codechange: introduce GetMainWindow() to properly account for nullptr checks
Some nullptr checks have been removed as they were not triggered with nullptr
with the null video driver and in dedicated server mode.
2023-01-14 21:15:23 +01:00
Pavel Stupnikov
f3ecdf6f7f Merge remote-tracking branch 'upstream/master' into 13.0 2022-11-26 22:16:25 +04:00
Pavel Stupnikov
be23283677 Update to 13.0-beta1 2022-11-23 14:30:36 +04:00
Michael Lutz
08a5478a93 Add: [NewGRF] Map seed as global variable.
This is useful to provide a feature-agnostic, stable random value that differs between games.
One of the possible uses is to e.g. use it to create pseudo-random regions for towns or industries.
2022-03-13 14:20:23 +01:00
dP
a38dc30bf6 Merge remote-tracking branch 'upstream/master' 2021-08-16 01:58:47 +03:00
dP
9df4f2c4fc Update to 12.0-beta1 2021-08-15 14:57:29 +03:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
glx22
5799402f7a Codechange: Rename window related DeleteXXX to match new behaviour 2021-05-29 21:08:25 +02:00
Patric Stout
b136e65cf9 Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
dP
93d8111960 Merge remote-tracking branch 'upstream/1.11' into 1.11 2021-04-01 17:33:31 +03:00
dP
5253131d44 Update to 1.11.0 2021-04-01 17:02:53 +03:00
Patric Stout
45c2c29c35 Add: allow setting the highest mountain for heightmaps
It will add some slack to the map height limit if that was set
to auto.
2021-03-26 12:22:32 +01:00
Patric Stout
422e132845 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.
2021-03-26 12:22:32 +01:00
Patric Stout
cafe4eed6e 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.
2021-03-26 12:22:32 +01:00