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.
* Add: `zoomto` console command for main viewport
Similar in spirit to `scrollto`, `zoomto` takes an absolute zoom level
from the user and sets the main viewport to that level while respecting
both the absolute minimum and maximum zoom levels supported by the game
and any limitations imposed by the local client settings.
* Add: optional `instant` flag for `scrollto` command
Using this flag has two effects:
- if the user has smooth scrolling enabled, the scroll action will take
place as if it were not enabled
- the viewport is redrawn immediately, so any successive `screenshot`
command will actually work correctly
The original positional arguments are processed like same before.
Touchbar support was introduced in 10.12.2. There's no need to limit
support to 10.15+, as the convenience class NSButtonTouchBarItem is
easily replicated.
docs/admin_network.md promised that information in an admin packet
is never removed. It does allow the possibility of using a new packet type
for changed data in combination with a bump of the admin port version.
As the recent command handling changes modified the contents of
ADMIN_PACKET_SERVER_CMD_LOGGING, do exactly that.
If the arguments of the callback proc don't match with the command parameters,
we can't do the proper command execution anyway. As such, don't even generate
an unpack function in the first place, saving a bit of unnecessary code bloat.
Validate on receive that the cmd/callback combination is supported, rejecting
clients that try to send invalid values.
The data will be transmitted as the length followed by the serialized data. This allows the command
data to be different for every command type in the future.
This is accomplished by changing it to a single member struct with the
appropriate operator overloads to make it all work with not too much
source modifications.
This is using a non-intrusive type-traits like templated system, which
allows compile-time validation that the command table and the command
enum match up.
swedish: 1 change by joeax910
chinese (traditional): 160 changes by Tetrapod1206
galician: 21 changes by pvillaverde
irish: 5 changes by temuchie
polish: 2 changes by pAter-exe
A race condition happens when an IPv6 connection takes more than
250ms to report an error, but does return before the IPv4 connection
is established.
In result, an invalid socket might be used for that connection.
english (us): 2 changes by 2TallTyler
arabic (egypt): 49 changes by AviationGamerX
korean: 17 changes by telk5093
catalan: 2 changes by J0anJosep
danish: 4 changes by nielsmh
french: 2 changes by glx22
portuguese: 2 changes by azulcosta
This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.
Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
Also the memory allocation triggering the limit was never freed.
And if the exception was thrown in a constructor using placement new, the pre-allocated memory was not freed either.
hungarian: 4 changes by pnpBrumi
indonesian: 41 changes by bsuseno
italian: 28 changes by CoderLel
romanian: 46 changes by kneekoo
slovak: 18 changes by ApplePie420
danish: 279 changes by nielsmh
japanese: 18 changes by akaregi, 10 changes by clzls
slovenian: 17 changes by Matej1245
czech: 33 changes by CzechRepublic98
chinese (simplified): 27 changes by clzls
arabic (egypt): 17 changes by AviationGamerX
luxembourgish: 99 changes by phreeze83
hungarian: 24 changes by pnpBrumi, 6 changes by baliball
serbian: 107 changes by nkrs
romanian: 16 changes by kneekoo, 2 changes by ALEX11BR
irish: 229 changes by temuchie
ukrainian: 113 changes by StepanIvasyn
latvian: 8 changes by lexuslatvia
lithuanian: 41 changes by devbotas
polish: 1 change by yazalo
MCST e2k (Elbrus 2000) architecture has half native / half software support of most Intel/AMD SIMD
e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4
E2K - this is VLIW/EPIC architecture, like Intel Itanium (IA-64) architecture.
Ref: https://en.wikipedia.org/wiki/Elbrus_2000
Co-authored-by: Alexander Troosh @troosh, Konstantin Ivlev @sse4 and Dmitry Shcherbakov @crypto-das
swedish: 8 changes by Abbin44
norwegian (bokmal): 14 changes by Anolitt
chinese (traditional): 6 changes by SiderealArt
slovenian: 4 changes by Matej1245
vietnamese: 14 changes by KhoiCanDev
luxembourgish: 24 changes by phreeze83
hungarian: 1 change by baliball
serbian: 29 changes by nkrs
german: 1 change by SecretIdetity
russian: 2 changes by SecretIdetity, 1 change by Ln-Wolf
catalan: 1 change by J0anJosep
turkish: 1 change by ahmetlii
french: 1 change by glx22
korean: 4 changes by telk5093
greek: 1 change by dionisis84
russian: 2 changes by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by azulcosta
english (us): 3 changes by 2TallTyler
greek: 3 changes by dionisis84
finnish: 3 changes by hpiirai
french: 3 changes by glx22
portuguese: 4 changes by azulcosta
It is not like we will drain the sea first, to put water back in it after.
Besides, the cost for draining the sea isn't calculated for all other cases either.
english (us): 4 changes by 2TallTyler
greek: 10 changes by dionisis84
german: 4 changes by MagnumSociety
dutch: 4 changes by Afoklala
spanish: 66 changes by MontyMontana
polish: 10 changes by pAter-exe
japanese: 30 changes by scabtert
russian: 4 changes by Ln-Wolf
finnish: 4 changes by hpiirai
catalan: 4 changes by J0anJosep
portuguese: 4 changes by azulcosta
If an exceptions is thrown during context creation, just declare the XAudio
driver as unusable. The driver logic will try to find an alternative for us.
spanish (mexican): 4 changes by absay
english (us): 6 changes by 2TallTyler
russian: 6 changes by Ln-Wolf
catalan: 6 changes by J0anJosep
dutch: 6 changes by Afoklala
korean: 6 changes by telk5093
hungarian: 34 changes by pnpBrumi
indonesian: 16 changes by dimaspaf14
latvian: 94 changes by lexuslatvia
polish: 2 changes by pAter-exe
The function clears all stun-handlers. This causes all of those
objects to be destroyed.
A handler can have a pending connecter, which was only killed in
case CloseConnection() was called. This is never the case when
the object is destroyed. In result, the connecter could finish
and cause a use-after-free by calling into the (now deleted)
handler.
"stations_near" wasn't updated when founding a town near
a station. As this variable is not saved, any client joining
after the town is founded has a different value for
"stations_near", potentially causing desyncs.
As the intention of this if() statement was to skip an expensive
calculation when there are clearly no stations, better to move
that check inside the function, so other places also enjoy
the speedup.
When coming across any docking tile (for example, all tiles around
an oilrig are docking tiles), it always at least added a penalty
of 3 times a normal tile, even when there are no ships on them.
In result, the pathfinder got suggested to always go around docking
tiles. This was most likely not the intention of the change made in
31db4f8d5e.
When you are query several servers at once, it is rather unclear
for which server you got a popup. Instead, show any errors on the
server itself.
This is only true for the query-part. Joining a server still gives
an error popup to tell you about any issue.
You can now still query a full server, as long as the maximum
amount of allowed connections isn't reached. This means that as
long as there are not 255 clients connected to a server, you can
always connect to query.
Old servers don't tell the GameScript they are running, so nothing
should be shown.
All values in NetworkGameInfo initialize as 0/empty, except for GS
version. Someone has to be different from the rest, I guess.
A stale link is not deleted if the link refresher finds a vehicle that still serves it.
This commit excludes vehicles stopped in depot for a very long time from the link refresher,
so that their stale links can be deleted.
Passengers usually prefer fast paths to short paths.
Average travel times of links are updated in real-time for use in Dijkstra's algorithm,
and newer travel times weigh more, just like capacities.
Adds the support to query the linecache without copying the string.
This uses a custom transparent comparator in conjunction with
a query type using a std::string_view.
chinese (simplified): 82 changes by goodspeed34
french: 2 changes by glx22
portuguese: 1 change by azulcosta
portuguese (brazilian): 2 changes by Vimerum
One question that keeps popping up: "when do we release 2.0?".
NewGRF will force that at least 1.16 will be 2.0, but to not wait
for this, let's drop the "1." and be for ever done with that
conversation.
We are following in the footstep of giants here.
"For negative a, the value of a >> b is implementation-defined (in most implementations, this performs arithmetic right shift, so that the result remains negative)."
Nobody really paid attention to the lobby window, and it completely
missed its purpose. Most people don't even wait for companies to
show up, but just hit "New Company".
This in turn means people create a lot of unneeded companies, while
they "just want to watch the game" or join another company.
Instead, "Join Game" now just joins the game as spectators.
Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
Currently, scripts use various heuristics to detect loaded NewGRFs that are inherently unreliable.
The list of loaded NewGRFs is easily accessible to a human player, and thus giving
scripts the same information is consistent with the current approach to not give scripts
more information than a human player.
Cargo payments were stored as unsigned integer, but cast to int64 during
application of inflation. However, then being multiplied with a uint64
making the result uint64. So in the end the payment that should have been
negative becomes hugely positive.
"my_client" wasn't always free'd when a game ended. "my_client"
keeps a reference inside the PT_NCLIENT pool. The rest of the
code assumes that when you are not in a game, it can freely
reset this pool.
In result: several ways to trigger a use-after-free.
english (us): 15 changes by 2TallTyler
korean: 12 changes by telk5093
russian: 3 changes by Ln-Wolf
portuguese: 12 changes by azulcosta
polish: 98 changes by pAter-exe
TURN is a last resort, used only if all other methods failed.
TURN is a relay approach to connect client and server together, where
openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to
the STUN server, as they are both already connected to the Game
Coordinator. But in the odd case it does fail, estabilishing the
connection fails without any further possibility to recover.
INT64_MIN negated is above INT64_MAX, and would overflow.
Instead, when negating INT64_MIN make it INT64_MAX.
This does mean that -(-(INT64_MIN)) != INT64_MIN.
Before 8a2da49 the NewGRF names were synchronized using UDP packets, however
those have been removed. With this a new version of the GameInfo packet is
introduced that allows to specify the type of serialisation happens for
NewGRFs. Either only the GRF ID and checksum, or those two plus the name of
the NewGRF.
On this request for local servers will send the NewGRFs names.
The Game Coordinator will get the names on the first registration, and after
that only the GRF ID and checksum.
These were filled with "<Unknown>" (before 8a2da49) and later their name would get filled via UDP requests to the server. These UDP packets do not exist anymore, so they will always remain "<Unknown>".
Remove that logic and just use the generic translated error GRF UNKNOWN string instead.
This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
spanish (mexican): 4 changes by absay
english (us): 13 changes by 2TallTyler
korean: 5 changes by telk5093
german: 13 changes by Wuzzy2
portuguese: 4 changes by azulcosta
hindi: 6 changes by ritwikraghav14
Now you can use things like `set server_game_type public` instead of having to
guess the number, which would not be written into the configuration file nor
would it be shown when doing `set server_game_type`.
Every outgoing connection, either TCP or UDP, triggered
NetworkInitialize(), which triggered NetworkUDPInitialize() which
first closes all connections.
Now the problem was that "Search LAN games" found a server, added
it to the list, after which (over TCP) it queries the server. This
closes all UDP sockets (as that makes sense, I guess?), while the
UDP was still reading from it.
Solve this by simply stop initializing UDP every time we make an
outgoing TCP connection; instead only do it on start-up.
In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
Normally TCPConnecter will do a DNS resolving of the connection_string
and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different:
the Game Coordinator does the "resolving".
This means we need to allow TCPConnecter to not setup a connection
and allow it to be told when a connection has been setup by an external
(to TCPConnecter) part of the code. We do this by telling the (active)
socket for the connection.
This means the rest of the code doesn't need to know the TCPConnecter
is not doing a simple resolve+connect. The rest of the code only
cares the connection is established; not how it was established.
This statement was removed by accident, as it felt it could be removed.
But it is used to know if the NewGRF is from the baseset folder or
from the NewGRF folder.
OTTD_COORDINATOR_CS for the game coordinator defaults to coordinator.openttd.org:3976
OTTD_CONTENT_SERVER_CS for the content server defaults to content.openttd.org:3978
OTTD_CONTENT_MIRROR_CS for the content mirror server defaults to binaries.openttd.org:80
The C++ std::getenv is guaranteed thread-safe by the C++11 specification,
whereas the POSIX/C getenv might not be thread-safe by the C11 specification.
The outer if statement checks for 'aa' being false, so within the inner
statements anything checking aa will have a known result and the other
branch from there will be dead code.
This reduced the load on compilers, as currently for example MacOS
doesn't like the huge settings-tables.
Additionally, nobody can find settings, as the list is massive and
unordered. By splitting it, it becomes a little bit more sensible.
LoadCheck makes it sound like something is really broken while
loading savegames, while it really is perfectly normal, as most
chunks do not implement LoadCheck.
num_liveries indirectly contained the same information, but this
makes reading these things pretty difficult. So use IsSavegameVersionBefore()
like everywhere else instead.
IsSavegameVersionUntil() did a [0, N] check, not [0, N) as the
name suggests.
Until can be a confusing word, where people consider it to be
including the upperbound. Dictionary states it means "before",
excluding the upperbound. There are long debates about who is right.
So, simply remove away from this ambiguity, and call it "before"
and "before or at". This makes the world easier for everyone.
We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.
Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.
They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.
Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.
The next few commits will start using this framework.
We often ask people for their openttd.cfg, which now includes their
passwords, usernames, etc. It is easy for people to overlook this,
unwillingly sharing information they shouldn't.
By splitting this information over either private.cfg or secrets.cfg,
we make it more obvious they shouldn't be sharing those files, and
hint to what is inside them.
Instead of creating the object on heap and use a pointer, create
the object on stack and use a guaranteed-not-null pointer.
The size of IniFile doesn't warrent the forcing to heap.
Additionally, use a subclass instead of a function to do some
initial bookkeeping on an IniFile meant to read a configuration.
Unless invoked with -w, --warning ("print a warning for any untranslated strings") or -t, --todo ("replace any untranslated strings with '<TODO>'").
Eints normally fixes the warnings after a Pull Request, so it is not really useful information for the developer to see as a warning.
With std::variant all memory can be figured out at compile time, so the compiler needs to keep track of fewer elements. It also saves out a unique_ptr and its memory management, over a slight impact for resolving a setting.
One UpdateServiceInterval has two parameters to update the service interval for a vehicle type, the other for all vehicle types at once. Rename the latter to help with function resolution for the introduction of variants.
Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
ThreadSanitizer rightfully notices that the game-thread could
update the palette while the draw-thread is copying it for local
use. The odds of this are very small, but nevertheless, it does
carry a very good point.
It wouldn't hurt the application in any way, but it might cause
visual glitches on the screen.
The enum values still have the exact same numerical values, but the 10.12
SDK introduced more explicit names (e.g. like NSEventTypeApplicationDefined
instead of NSApplicationDefined) for several enum constants.
Use them when available.
When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.
Creating a thread was not thread-safe. The irony.
The video-driver has a function GameLoopPause() which first checks
if the thread is the game-thread or not. For this it needs access
to this->game_thread. This variable is set in StartNewThread().
However, due to timing, it is well possible GameLoopPause() is
called from the thread well before this->game_thread is assigned.
And so we have a race-condition!
Simply solve this by preventing a thread to start till we are
done with our bookkeeping.
This makes it easier to spot chunks that have a save_proc that
is a nullptr, but also prevents confusion, where it looks like
the CH_ type of a chunk has influence on how it is being read.
It is not, it is only used for saving.
Basically it is very similar to Vehicles, where there first is
a type field, followed by data of that type. So this commit makes
it looks like how Vehicles solved that.
This removes a lot of custom "keeping track of length" stuff.
This adds two byte extra to those chunks, and might feel a bit
silly at first. But in later changes we will prefix CH_ARRAY with
a table header, and then this change shines.
Without this, we could still add headers to these chunks, but any
external reader wouldn't know if the CH_RIFF has them or not. This
way is much more practical, as they are now more like any other
chunk.
This means that during loading we can validate that what is saved
is also that what is expected. Additionally, this makes all list
types similar to how they are stored on disk:
First a gamma to indicate length, followed by the data.
The size still depends on the type.
In the end, the code was already doing the right thing, but a few
functions deep, and not really obvious. When validating what objects
can handle SLE_VAR_NULL, it is nicer to just have this obvious.
Using SL_ARR for this gives us a bit of trouble later on, where we
add a length-field to SL_ARR. This of course is not the intention
of SLE_CONDNULL. So better seperate it.
The current SaveLoad is a bit inconsistent how long a length field
is. Sometimes it is a 32bit, sometimes a gamma. Make it consistent
across the board by making them all gammas.
This helps external tooling to understand if a SL_STRUCT should
be skipped when reading. Basically, this transforms an SL_STRUCT
into a SL_STRUCTLIST with either 0 or 1 length.
This wasn't consistently done, and often variables were used that
were read by an earlier blob. By moving it next to the struct
itself, the code becomes a bit more self-contained and easier to
read.
Additionally, this allows for external tooling to know how many
structs to expect, instead of having to know where to find the
length-field or a hard-coded value that can change at any moment.
There was a lot of code duplication for no real reason. Now with
SLEG_STRUCT support, we can just re-use the code, hopefully making
it easier for future-us to make changes to this, without breaking
everything for old games.
With the new SLEG_STRUCT it is much easier to embed a struct
in a struct, where the sub-struct has limitations on when it is
being used.
This makes both the code easier to read (less magic) and avoids
the SaveLoad needing to know all these things about Stations
and Vehicles.
The commits following this will use this new functionality.
Currently, a few places do this manually. This has as drawback that
the Save() and Load() code need to be in sync, and that any change
can result in (old) savegames no longer loading. In general, it is
annoying code to maintain.
By putting everything in a description table, and use that for
both Save() and Load(), it becomes easier to see what is going on,
and hopefully less likely for people to make mistakes.
Both did not support format parameters, so in many places IConsolePrint(CC_ERROR, "message") was used with a style different from what IConsoleError would do.
If a command cannot be executed for whatever reason, it makes no sense to call it a warning. Something has been done wrong.
Also make writing of these error message consistent while changing their "type".
This may change behaviour when multiple loading/loaded stages are provided, as the various copies checked in different orders, however only one result is expected in these cases anyway.
This is extreme useful for automated testing. Without this, OpenTTD
will always look in your personal-dir (like ~/.local/share/openttd
or %USER%\Documents\OpenTTD). For most users this is exactly what
we want, that there is a shared place for all their files.
However, for automated testing this is rather annoying, as your
local development files influence the automated test. As such,
'-X' counters this, and only gives the local folders. This is
especially useful in combination with '-x' and '-c'.
You can easily mistake SlList / SL_LST to be a list of SL_VAR, but
it is a list of SL_REF. With this rename, it hopefully saves a few
people from "wtf?" moments.
Prepare the full description and send it to SlObject. This does
require some code to be able to read to a SLE_VAR_NULL, like strings
etc, as there is no way to know their length beforehand.
It was rather confusing which one was for what, especially as some
SaveLoad flags were settings-only. Clean up this mess a bit by
having only Setting flags.
It is a lovely organicly grown enum, where it started off with
GUI-only flags, and after that a few flags got added that can be
considered GUI-only (the GUI disables/enables based on them), to
only have flags added that has nothing to do with the GUI.
So be less confusing, and rename them to what they do.
Additionally, I took this opportunity to rename 0ISDISABLED to
reflect what it really does.
Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
This is mostly done as there are now constraints on settings.ini you might not
expected. For example, conditional settings always have to come last, as otherwise
they would influence the index.
YAPF could end up in a situation where it sets the best intermediate node
to a node whose construction is never finalized (i.e. it is never added to
the open list). The content of the node would be overwritten in the next
round, potentially sending the vehicle to an unwanted location.
When you buy-out a company, you got your shares back. This is
based on company-value, which includes values for the vehicles etc.
In other words, you not only got the vehicles, but you also got
paid to get them back.
Additionally, you also got the loan of the company, but not the
money for the loan (as that is subtracted from the company-value).
Solve this by changing the rules of a buy-out: don't sell your
shares, get the loan AND the balance and get the infrastructure.
The comments for SettingDescType; it is a byte, so not 4 bytes and since it is not a flag there are about 250 other possibilities left instead of 9.
SettingGuiFlag is uint16 so has 2 bytes allocated.
SettingDescGlobVarList and related comments imply that global vars cannot be used elsewhere, but they are used for settings just fine. Even then the type is not used anywhere else but the definition of the table.
This to prevent the default copy-assignment getting used when during the assignment also some other memory needs to be allocated as that would otherwise be freed.
Division by resize_y is already yielding an unsigned number, so when clicking in the WD_FRAMERECT_TOP you would already get a huge value, so sel would never be negative. So, leave sel an unsigned number and remove the <= check.
Due to 47a99bb the order of elements in the garbage collection chain has
changed causing the class to be finalised before the instances of that class.
Since the instance's array of member values depends on the size of the values
in the class, the class finalisation resetting that size to 0 causes not all
finalisations to run, which subsequently causes a heap use after free. So,
just set the SQObjectPtrs to 'null' during the finalisation of the SQClass
so the SQInstance can release all instance variables during its finalisation.
Practically the length of the handlers not being equal to the number of
features is the problem as it means something was forgotten when adding
a new feature, so static assert to that and let the existing check on
the feature number take care of invalid data from the NewGRFs.
Functions like localtime, gmtime and asctime are not thread safe as they (might) reuse the same buffer. So use the safer _s/_r variant for localtime and gmtime, and use strftime in favour of asctime.
This ensures that default vehicles can transport any NewGRF defined cargos, albeit with weird graphics and vehicle names.
This also changes the refittability of default vehicles with default industries.
Default vehicles now behave as if they had a cargo translation table. This fixes default vehicles carrying seemingly random cargos, if NewGRF industry sets are present.
This behavior is disabled, when a NewGRF touches any of the cargo-type or refitting properties. In that case it's up to the NewGRF to define its own cargo translation table.
* Codechange: [Network] split CloseSocket and CloseConnection more clearly
- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
Susz is masculine, not neuter, so it should result in "Susz Mazowiecki",
"Susz Morski", and not "Susz Mazowieckie" or "Susz Morskie". However,
because order of the names whould not be changed, it was replaced with
Leszno, which is neuter.
In the destructors of many of the network related classes Close() is called, just like the
top class in that hierarchy. However, due to virtual functions getting resolved statically
in the destructor it would always call the empty Close() of the top class.
Document the other cases where a virtual call is resolved statically.
This as during construction the sub class has not been initialized yet, and
during destruction the sub class has already been destroyed, so the overriding
virtual function would be accessing uninitialized data.
This also changes ScriptEventVehicleAutoReplaced when replacing wagons:
The event is now only spawned, if the head engine changes, so only if the VehicleID of the consist changes.
Previously replacing wagons spawned an event with OldVehicleID==NewVehicleID.
This means that random tree generation density is higher on small maps and lower on large maps. This difference is enough to make the Lumber Mill impractical to use on large maps.
This change skips ticks on maps smaller than 256x256 and increases iterations or shortens the interval on maps larger than 256x256.
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
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".
Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
The function fluid_player_join in the library is broken beyond compare for the
usecases it was used for (see their #872). It does not wait until it is safe
to delete the player, so it is up to the end user to ensure that.
For OpenTTD we acquire a lock before fluid_synth_write_s16 and we acquire the
same lock in the stop function. So, only one of the functions can be doing its
thing, meaning we do not need to wait for the player to be stopped as it
cannot be doing anything as we prevent that by the lock.
Since pixel dimensions in SetPadding() are scaled by GUI size, padding for inset viewports was excessive.
Instead, automatically apply padding for WWT_INSET at widget level. This applies to all widgets inside a WWT_INSET, which in all instances is a NWID_VIEWPORT.
This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
The most common case never needs access to it anymore. Make the
one exception to this explicit. This means the fact that we
store it is now an implementation detail.
If the highscore/news window panel size, which is now scaled by GUI zoom, is larger than the screen size, a loop will be entered where the window is repeatedly resized.
This is resolved by removing the minimal size from the panel, as the window is always resized to cover the screen anyway. This means the screen size can never be too small.
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.
Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.
Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.
If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.
The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.
Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
english (us): 1 change by 2TallTyler
estonian: 49 changes by siimsoni
korean: 1 change by telk5093
hungarian: 45 changes by baliball
finnish: 12 changes by hpiirai
spanish: 1 change by JohnBoyFan
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.
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.
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.
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.
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.
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.
Scaling is not expensive, but it does not change either, and this avoids the need for a virtual method call. This cascades back to all GetCharacterHeight(FS_xxx) and FONT_HEIGHT_xxx calls.
Replaces constant pixel values with values scaled based on font size.
This allows the industry chain to maintain a consistent look across
different sizes. Previously all except cargo line height were fixed.
YAPF was constantly measuring its performance, but only at
certain debug-levels this information was shown.
Now after years, I sincerely wonder if anyone still knows about this
feature and who still use it. Especially with the new framerate window,
this detailed performance is not as meaningful anymore as it once
was.
This means that pressing Refresh button and adding servers manually
now uses TCP.
The master-server and initial scan are still UDP as they will be
replaced by Game Coordinator; no need to change this now.
If we query a server that is too old, show a proper warning to the
user informing him the server is too old.
In case a character was encoded in multiple bytes, but required fewer bytes to be encoded, the first byte would be copied to the output leaving an invalid Utf8 encoded string. Later uses of the validated string would use the same decode logic, which would yield a question mark and just read a single byte, so nothing dangerous happened.
Furthermore, because the next byte would not be a first byte of an encoded Utf8 character, the last few valid characters could be removed by the validation as well.
* Fix: 'Cache' top and bottom lines of textfile viewer to avoid overdraw.
The text file viewer calculated the number of lines required to set the scrollbar, but did not retain this information, so this was recalculated on every draw operation. This includes overdrawing text outside the bounds of the current scroll position.
With this change the top and bottom lines for each line of text are remembered, and reflowing is avoided where possible. Text outside the current scroll bounds is not drawn.
Additionally the scroll interval is now based on text lines instead of pixel lines, which increases the text capacity depending on the font size.
* Fix: Limit text viewer to showing 64k lines.
Text files with more than 64k wrapped lines would exceed the scrollbar capacity and cause an assert. This is harder to reach now that the scrollbar counts lines instead of pixels.
This happens if the bounding dimensions are changed so that each item is the same size, as happens on the railtype/roadtype dropdown lists, as the vertical offset was calculated before this dimension is changed.
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.
spanish (mexican): 40 changes by absay
english (us): 1 change by 2TallTyler
korean: 3 changes by telk5093
german: 1 change by danidoedel
finnish: 1 change by hpiirai
catalan: 1 change by J0anJosep
portuguese: 45 changes by azulcosta
portuguese (brazilian): 44 changes by Vimerum
The lobby of a server requested some parts via UDP and some via
TCP. This is strictly seen fine, but for future extensions it
is a lot easier if just one protocol is used.
Currently we use default OS timeout for TCP connections, which
is around 30s. 99% of the users will never notice this, but there
are a few cases where this is an issue:
- If you have a broken IPv6 connection, using Content Service is
first tried over IPv6. Only after 30s it times out and tries
IPv4. Nobody is waiting for that 30s.
- Upcoming STUN support has several methods of establishing a
connection between client and server. This requires feedback
from connect() to know if any method worked (they have to be
tried one by one). With 30s, this would take a very long time.
What is good to mention, is that there is no good value here. Any
value will have edge-cases where the experience is suboptimal. But
with 3s we support most of the stable connections, and if it fails,
the user can just retry. On the other side of the spectrum, with 30s,
it means the user has no possibility to use the service. So worst case
we annoy a few users with them having the retry vs annoying a few
users which have no means of resolving the situation.
They are likely not working as expected on Windows, so prevent their usage.
Winsock does not set errno and strerror does not return anything useful for Winsock error numbers.
english (us): 39 changes by 2TallTyler
korean: 44 changes by telk5093
german: 43 changes by danidoedel
russian: 7 changes by Ln-Wolf
finnish: 39 changes by hpiirai
norwegian (bokmal): 4 changes by Anolitt
spanish (mexican): 3 changes by absay
japanese: 60 changes by scabtert, 38 changes by Azusa257
english (us): 3 changes by 2TallTyler
korean: 3 changes by telk5093
russian: 4 changes by Ln-Wolf
finnish: 3 changes by hpiirai
slovak: 20 changes by FuryPapaya
NewGRF spec says that base payment rate is 32 bits, but it was loaded into a 16 bit variable. This value is loaded into Money variable after inflation is applied.
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.
It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.
Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
korean: 2 changes by telk5093
russian: 3 changes by Ln-Wolf
finnish: 1 change by hpiirai
spanish: 1 change by MontyMontana
polish: 1 change by pAter-exe
hindi: 62 changes by ss141309
* Codechange: Use std::string in console commands and aliases registration
* Codechange: Use std::map to register console commands
* Codechange: Use std::map to register console aliases
* Cleanup: Remove now unused function
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.
Unfinished translations are not auto-picked from the locale.
In release builds, unfinished translations are not offered in the GUI.
Unfinished translations are available in non-release builds, or by editing openttd.cfg.
Minigraphs did not adjust size to accomodate large text, either by font size or font zoom, leading to cropped labels.
Minigraphs and spacing are now scaled by font zoom, as this seems to behave better than gui zoom in this instance.
Line height defaults to the resize height of the relevant widget, which is
set in all cases. Therefore it is not necessary to specify this value every time.
Additionally fixes scrolled padding for the framerate window.
This struct is defined in geometry_type but not used by any geometry-related
code, only for subsidy code where both parameters are cast from int to
NewsReferenceType.
Strictly seen the comment is true, as it says 'e.g.', but it is
misleading. The server name is just that: the name of the server
as configured. No need to mention advertising.
When ever you saw this debug lines (which you never should), they
showed an empty address. It is also not very useful to have, as it
always points to a known server anyway.
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.
All in all, removing map_name all together is just better.
Existing layout included a blank widget above the group list to align with the vehicle list, however since then an additional sort-by row was added.
Group list size tweaks to match normal row size (at least with normal gui and text size.)
Removed reduction of 2 rows in the group list <- main culprit of odd sizing.
Removed fill attribute on buttons which gave strange sizes, and put it on the group info widget instead.
Tweaked various soft-padding values to line up (centreing text with a 1px offset does not make centred text.)
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
norwegian (bokmal): 2 changes by Anolitt
english (us): 2 changes by 2TallTyler
korean: 3 changes by telk5093
german: 2 changes by danidoedel
romanian: 35 changes by kneekoo
finnish: 2 changes by hpiirai
spanish: 4 changes by MontyMontana
french: 3 changes by glx22
portuguese: 4 changes by azulcosta
"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.
Also, use SetPIP instead of repeating a SetPadding for all but
last element.
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
An invalid starting year causes all sorts of weird behaviour and crashes in map generation.
Now just set the appropriate setting via IConsoleSetSetting so the validation
and, if needed, clamping is performed on the starting year value.
Font glyphs between 33 and 39 pixels wide, in the Win32 font system, used wrong alignment and caused glyphs to appear broken.
When in the 33 to 39 pixel range, glyphs without AA were rounded down to 32 pixel pitch, instead of up to 64 pixel pitch.
Handle printable input only when the matching WM_CHAR message is incoming.
Without an edit box, do the handling in keydown as usual to support hotkeys.
english (us): 3 changes by 2TallTyler
korean: 3 changes by telk5093
russian: 32 changes by Ln-Wolf
spanish: 1 change by JohnBoyFan
french: 4 changes by arikover
portuguese: 10 changes by azulcosta
Debian now provides a default soundfont for FluidSynth via its alternatives system.
In short, FluidSynth is configured to look for `/usr/share/sounds/sf3/default-GM.sf3` as its default soundfont, and each soundfront package (FluidR3, OPL-3, MuseScore...) may provide or override this symlink. By default, FluidSynth is installed on Debian with the `TimGM6mb` soundfont by default due to its limited size.
See https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=929185 for further details.
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
Clamping each sample value to half the available range could cause
unnecessary premature clipping with lots of sounds playing. This change
does not affect the actual volume level.
swedish: 1 change by DonaldDuck313
norwegian (bokmal): 1 change by Anolitt
english (us): 1 change by 2TallTyler
chinese (simplified): 8 changes by RichardYan314
german: 1 change by danidoedel
romanian: 115 changes by kneekoo
finnish: 1 change by hpiirai
spanish: 2 changes by MontyMontana
polish: 3 changes by yazalo
english (us): 23 changes by 2TallTyler
luxembourgish: 63 changes by phreeze83
ukrainian: 72 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
turkish: 5 changes by nullaf
english (us): 7 changes by HAJDog247
czech: 18 changes by PatrikSamuelTauchim
luxembourgish: 99 changes by phreeze83
serbian: 4 changes by nkrs
catalan: 20 changes by J0anJosep
french: 1 change by arikover
portuguese: 30 changes by azulcosta
swedish: 30 changes by kustridaren
spanish (mexican): 1 change by absay
japanese: 13 changes by Azusa257
vietnamese: 1 change by KhoiCanDev
estonian: 12 changes by siimsoni
czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl
chinese (simplified): 88 changes by clzls
arabic (egypt): 16 changes by AviationGamerX
luxembourgish: 4 changes by phreeze83
korean: 34 changes by telk5093
italian: 16 changes by AlphaJack
german: 1 change by danidoedel, 1 change by Wuzzy2
slovak: 30 changes by FuryPapaya
catalan: 35 changes by J0anJosep
tamil: 16 changes by Aswn
dutch: 32 changes by Afoklala
portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
Before this commit, it scaled to map-height-limit. Recently this
could also be set to "auto", meaning players don't really know
or care about this value.
This also means that if a player exported a heightmap and wanted
to import it again, looking like the exact same map, he did not
know what value for "highest peak" to use.
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.
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.
Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.
Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
This setting influence the max heightlevel, and not as the name
suggests: the height of the generated map.
How ever you slice it, it is a very weird place to add this
setting, and it is better off being only in the settings menu.
Commits following this commit also make it more useful, so users
no longer have to care about it.
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.
In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
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.
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.
With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
chinese (simplified): 2 changes by clzls
korean: 2 changes by telk5093
slovak: 9 changes by FuryPapaya
catalan: 4 changes by J0anJosep
polish: 4 changes by pAter-exe
swedish: 1 change by kustridaren
estonian: 1 change by siimsoni
russian: 5 changes by Ln-Wolf, 3 changes by SecretIdetity
ukrainian: 7 changes by StepanIvasyn
lithuanian: 31 changes by devbotas
portuguese: 54 changes by azulcosta
english (us): 8 changes by 2TallTyler
estonian: 16 changes by siimsoni
korean: 5 changes by telk5093
italian: 32 changes by AlphaJack
german: 5 changes by Wuzzy2
danish: 15 changes by achton
lithuanian: 89 changes by devbotas
spanish: 3 changes by MontyMontana
french: 8 changes by arikover
portuguese (brazilian): 3 changes by Greavez
polish: 17 changes by yazalo, 2 changes by pAter-exe
For example, if you have a config that defines OpenGFX as baseset
but for some reason you have no basesets anymore. In that case
bootstrap downloads OpenGFX for you, but it will still show the
error that "OpenGFX was not found" after the bootstrap. This was
an error generated before the bootstrapped kicked in.
Simply muting all errors during bootstrap solves this; as we cannot
show them anyway, this is fine. Any errors that remain after
bootstrap will be generated again anyway.
There are various of ways bootstrap can fail:
- Failing network connection
- Incomplete download
- No write permissions
- Disk full
- (others I forgot)
They all result in a screen with no windows. To ensure we at least
always show something when anything bad happens, if the bootstrap
is not successful, show a screen what the next step for the human
should be.
english (us): 7 changes by 2TallTyler
estonian: 17 changes by siimsoni
hungarian: 100 changes by pnpBrumi
ukrainian: 8 changes by StepanIvasyn
dutch: 24 changes by Afoklala
spanish: 338 changes by MontyMontana
french: 29 changes by MalaGaM
portuguese (brazilian): 1 change by Greavez
This means if you execute a script from a script from a script, ..
for more than 10 times, it bails out now. This should be sufficient
for even the most complex scripts.
MaskWireBits always returns its input unchanged if the input
has only 0 or 1 track bits set.
Having only 0 or 1 track bits sets (i.e. non junction tiles)
is by far the most common case.
Examining the state of neighbouring tiles and the subsequent
masking logic is relatively expensive and can be omitted in this case.
It didn't sit well to me, how I wrote the commit initially. First
casting a variable into another, only to write it back into the
originally feels wrong.
This flow makes a bit more sense to me.
Otherwise that might cause calls to the video-driver, which are
already shut down by now. This causes, depending on the video-driver
crashes or weird effects.
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.
This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.
It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).
Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
gui_zoom was never clamp'd between zoom_min/zoom_max.
zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.
Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
v->tile for aircrafts is always zero when in the air. Only when
it starts its landing (or take-off) patterns it becomes a sane
value.
So instead, base the news on the last x/y coordinates of the plane.
english (us): 18 changes by 2TallTyler
korean: 17 changes by telk5093
german: 13 changes by danidoedel, 4 changes by Wuzzy2
finnish: 17 changes by hpiirai
catalan: 17 changes by J0anJosep
lithuanian: 33 changes by devbotas
spanish: 17 changes by MontyMontana
portuguese (brazilian): 20 changes by Greavez
polish: 9 changes by yazalo
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.
Additionally, putting the drawing routine in a thread was only
done for a few targets.
Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.
Co-authored-by: Michael Lutz <michi@icosahedron.de>
chinese (traditional): 5 changes by benny30111
estonian: 1 change by siimsoni
italian: 1 change by AlphaJack
ukrainian: 4 changes by StepanIvasyn
tamil: 37 changes by Aswn
portuguese (brazilian): 19 changes by Greavez