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 )
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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 )
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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.
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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 )
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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 )
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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
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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.
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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 )
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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
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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
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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)
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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