swedish: 2 changes by joeax910
chinese (traditional): 2 changes by KogentaSan
english (us): 4 changes by 2TallTyler
chinese (simplified): 2 changes by WenSimEHRP
finnish: 2 changes by hpiirai
Bridges above stations will have pillars excluded if they conflict with the station layout.
Partly based on the system implemented in JGRPP.
Co-authored-by: <su@angel-island.zone>
english (au): 2 changes by krysclarke
norwegian (bokmal): 7 changes by eriksorngard
chinese (traditional): 2 changes by KogentaSan
korean: 7 changes by telk5093
russian: 2 changes by Ln-Wolf
catalan: 24 changes by J0anJosep
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
english (au): 2 changes by krysclarke
chinese (simplified): 4 changes by WenSimEHRP
finnish: 2 changes by hpiirai
french: 52 changes by glx22
portuguese: 2 changes by jcteotonio
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
Bridges can now include information about pillars and blocked edges for each bridge piece.
This data is set for default bridges, and NewGRFs can provide their own pillar information.
english (au): 2 changes by krysclarke
chinese (traditional): 2 changes by KogentaSan
english (us): 4 changes by 2TallTyler
chinese (simplified): 2 changes by WenSimEHRP
greek: 2 changes by gh658804
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
english (au): 1 change by krysclarke
norwegian (bokmal): 1 change by eriksorngard
chinese (traditional): 2 changes by KogentaSan
greek: 1 change by gh658804
hungarian: 1 change by vargaviktor
german: 190 changes by Wuzzy2
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese (brazilian): 1 change by pasantoro
polish: 3 changes by pAter-exe
swedish: 55 changes by robert-i
norwegian (bokmal): 8 changes by eriksorngard
spanish (mexican): 1 change by absay
chinese (simplified): 1 change by WenSimEHRP
english (au): 5 changes by krysclarke
chinese (traditional): 7 changes by KogentaSan
chinese (simplified): 11 changes by WenSimEHRP
korean: 5 changes by telk5093
greek: 7 changes by gh658804
hungarian: 5 changes by vargaviktor
russian: 7 changes by Ln-Wolf
finnish: 5 changes by hpiirai
portuguese: 5 changes by jcteotonio
portuguese (brazilian): 5 changes by pasantoro
polish: 6 changes by pAter-exe
english (au): 6 changes by krysclarke
chinese (traditional): 8 changes by KogentaSan
spanish (mexican): 6 changes by absay
greek: 6 changes by gh658804
hungarian: 6 changes by vargaviktor
russian: 6 changes by Ln-Wolf
finnish: 6 changes by hpiirai
portuguese: 6 changes by jcteotonio
portuguese (brazilian): 6 changes by pasantoro
Move various base offsets to separate functions where they can be reused and documented.
No longer rely on coincidences to select the correct data between bridges and aqueducts.
english (au): 5 changes by krysclarke
korean: 6 changes by telk5093
greek: 5 changes by gh658804
russian: 5 changes by Ln-Wolf
finnish: 5 changes by hpiirai
portuguese: 5 changes by jcteotonio
portuguese (brazilian): 5 changes by pasantoro
Lots of different structs contain variations on sub-tile bounds with different naming. Unify into a single struct that can be inherited and passed directly to AddSortableSpriteToDraw.
At the same time, offsets now work more logically: sub-tile bounds now specify the bounding box, and an offset can be applied to the sprite.
Records amount of cargo accepted, and a rolling average of the waiting amount.
Average waiting samples the waiting amount once per day for each industry, spread out over an economy day.
Resolved by removing the Build Industry command callback. This was used to display an error message in the scenario editor, however an error is already automatically displayed.
chinese (traditional): 1 change by KogentaSan
greek: 1 change by gh658804
hungarian: 1 change by vargaviktor
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
catalan: 49 changes by J0anJosep
portuguese: 2 changes by jcteotonio
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
Each font cache implementation sets its own metrics based on the loaded font, so there is no need to pre-fill with (unscaled, invalid) default metrics.
spanish (mexican): 1 change by absay
english (us): 1 change by 2TallTyler
galician: 10 changes by pvillaverde
dutch: 1 change by Afoklala
portuguese: 10 changes by jcteotonio
english (au): 1 change by krysclarke
chinese (traditional): 1 change by KogentaSan
chinese (simplified): 1 change by WenSimEHRP
korean: 1 change by telk5093
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
english (au): 3 changes by krysclarke
korean: 6 changes by telk5093
greek: 3 changes by gh658804
russian: 3 changes by Ln-Wolf
dutch: 6 changes by Afoklala
portuguese: 4 changes by jcteotonio
portuguese (brazilian): 3 changes by pasantoro
english (au): 6 changes by krysclarke
greek: 7 changes by gh658804
russian: 6 changes by Ln-Wolf
finnish: 25 changes by hpiirai
portuguese: 19 changes by jcteotonio
portuguese (brazilian): 6 changes by pasantoro
polish: 6 changes by pAter-exe
When the string codes CARGO_TINY, CARGO_SHORT or CARGO_LONG encountered an out-of-range string, they did not read the extra amount parameter. This leads to later parameters being used in the wrong place.
Change the order of operation so that all parameters for these string codes are always read, even if the cargo type is not valid.
This now returns an iterator, and whether an insert was performed.
Allows the caller to know if the item was already in the FlatSet without explicitly checking first.
english (au): 8 changes by krysclarke
chinese (traditional): 23 changes by KogentaSan
chinese (simplified): 12 changes by WenSimEHRP
greek: 8 changes by gh658804
russian: 6 changes by Ln-Wolf
finnish: 8 changes by hpiirai
portuguese: 9 changes by jcteotonio
portuguese (brazilian): 8 changes by pasantoro
english (au): 4 changes by krysclarke
norwegian (bokmal): 4 changes by eriksorngard
chinese (traditional): 4 changes by KogentaSan
korean: 4 changes by telk5093
greek: 4 changes by gh658804
hungarian: 4 changes by vargaviktor
russian: 4 changes by Ln-Wolf
finnish: 4 changes by hpiirai
portuguese: 4 changes by jcteotonio
portuguese (brazilian): 4 changes by pasantoro
Bits used by company faces are now defined by a variable system instead of being hardcoded, allowing future expansion.
The four face types covering gender and skin colour are now separate face styles with their own definitions.
In most places where we calculate and set widget resize step we neglect
to set widget fill step to match. Initial widget sizing uses fill step
instead of resize step, which means the initial size may not be a
multiple of the resize step as intended. In particular this will cause
WWT_MATRIX to be misrendered.
Whether or not this matters depends on the widget type being resized and
the window layout, however for consistency always set fill step to the
same as resize step when calculating.
chinese (traditional): 4 changes by KogentaSan
chinese (simplified): 69 changes by WenSimEHRP
ukrainian: 57 changes by StepanIvasyn
portuguese: 35 changes by jcteotonio
This could happen if the compatibility between the railtypes was not symmetric. If for
example a reservation of a first train ended at a railtype transition with an already present
reservation on the other side, a reversing train could end up crashing with the first train.
chinese (traditional): 3 changes by KogentaSan
chinese (simplified): 108 changes by WenSimEHRP
ukrainian: 21 changes by StepanIvasyn
dutch: 9 changes by Afoklala
portuguese: 177 changes by jcteotonio
This is equivalent in functionality to ReferenceThroughBaseContainer,
except only for the correct index type, instead of any type matching
ConvertibleThroughBase.
The also serves to unambiguously document the index type at the
point of definition of the container.
hungarian: 9 changes by vargaviktor
finnish: 13 changes by hpiirai
ukrainian: 1 change by imlystyi
tamil: 2 changes by merni-ns
lithuanian: 1 change by khamper
spanish: 22 changes by Unely
portuguese: 46 changes by jcteotonio
english (au): 9 changes by krysclarke
spanish (mexican): 10 changes by absay
english (us): 9 changes by 2TallTyler
korean: 13 changes by telk5093
lithuanian: 3 changes by khamper
portuguese: 13 changes by jcteotonio
polish: 9 changes by pAter-exe
chinese (traditional): 9 changes by KogentaSan
greek: 9 changes by gh658804
russian: 9 changes by Ln-Wolf
portuguese (brazilian): 9 changes by pasantoro
english (au): 4 changes by krysclarke
spanish (mexican): 3 changes by absay
greek: 4 changes by gh658804
hungarian: 4 changes by vargaviktor
russian: 5 changes by Ln-Wolf
dutch: 4 changes by Afoklala
portuguese (brazilian): 4 changes by pasantoro
polish: 4 changes by pAter-exe
spanish (mexican): 4 changes by absay
chinese (simplified): 4 changes by WenSimEHRP
hungarian: 5 changes by vargaviktor
french: 27 changes by glx22
polish: 4 changes by pAter-exe
english (au): 4 changes by krysclarke
chinese (traditional): 5 changes by KogentaSan
english (us): 5 changes by 2TallTyler
greek: 4 changes by gh658804
russian: 4 changes by Ln-Wolf
finnish: 4 changes by hpiirai
latvian: 6 changes by lexuslatvia
portuguese: 4 changes by jcteotonio
portuguese (brazilian): 4 changes by pasantoro
norwegian (bokmal): 1 change by eriksorngard
spanish (mexican): 1 change by absay
chinese (simplified): 1 change by WenSimEHRP
korean: 1 change by telk5093
danish: 68 changes by bscargo
Removes the orders pool, and orders are now stored directly in each OrderList.
Iterating orders now no longer needs to traverse a linked-list, all orders in an OrderList are sequential.
Measuring the name width did not also take account of indentation levels so didn't prevent cropping, and the window can be resized anyway.
This avoids a potential bottleneck due to layouting group names if there are a lot of groups present.
* Add: [Script] GSBaseStation::GetOwner
Added method for Game Scripts to retrieve the owner of a basestation.
* Cleanup: [Script] Remove ScriptStation::GetOwner
Due to class inheritance, GSStation::GetOwner and GSWaypoint::GetOwner can both reach GetOwner defined at GSBaseStation.
english (au): 1 change by krysclarke
chinese (traditional): 10 changes by KogentaSan
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
latvian: 1 change by lexuslatvia
portuguese: 1 change by jcteotonio
portuguese (brazilian): 1 change by pasantoro
polish: 10 changes by pAter-exe
english (au): 2 changes by krysclarke
chinese (traditional): 2 changes by KogentaSan
spanish (mexican): 2 changes by absay
chinese (simplified): 11 changes by WenSimEHRP
greek: 2 changes by gh658804
hungarian: 2 changes by vargaviktor
persian: 17 changes by realsepehrz
russian: 2 changes by lexuslatvia
finnish: 4 changes by hpiirai
latvian: 2 changes by lexuslatvia
portuguese (brazilian): 2 changes by pasantoro
Refresh company finance windows via a WindowTimer instead of in game loop.
As the invalidation affects multiple windows this is a global timer instead of window-specific.
When configuring NewGRFs outside of a game, the changes are always applied when the window is closed, even if the Apply button is not used.
The Apply button only needs appear during a game when changes are not automatically applied.
chinese (traditional): 1 change by KogentaSan
chinese (simplified): 1 change by WenSimEHRP
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
dutch: 8 changes by Afoklala
portuguese: 3 changes by jcteotonio
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
Normally DrawStringMultiLine does not perform any clipping, as the return value may be needed if it the text is not drawn.
In some specific cases the height is already known, so it is possible to test for clipping, which can cut down on layouting time for text which won't be visible.
english (au): 2 changes by krysclarke
chinese (traditional): 3 changes by KogentaSan
chinese (simplified): 6 changes by WenSimEHRP
greek: 2 changes by gh658804
russian: 2 changes by Ln-Wolf
finnish: 3 changes by hpiirai
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
english (au): 4 changes by krysclarke
norwegian (bokmal): 5 changes by eriksorngard
chinese (traditional): 4 changes by KogentaSan
greek: 8 changes by gh658804
russian: 4 changes by Ln-Wolf
finnish: 4 changes by hpiirai
portuguese: 4 changes by jcteotonio
portuguese (brazilian): 4 changes by pasantoro
polish: 4 changes by pAter-exe
NewGRF Action 11 should be handled in both INIT and ACTIVATION stages for sounds to be loaded.
Additionally the Action 0 feature test failed due to offsets involved.
english (au): 1 change by krysclarke
chinese (traditional): 1 change by KogentaSan
galician: 66 changes by pvillaverde
chinese (simplified): 1 change by WenSimEHRP
korean: 72 changes by telk5093
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by jcteotonio
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
Use the normal or lightest colour gradient to pick a suitable colour, instead of an arbitrary pixel colour.
(Except for the NewGRF window's info panel, this happens to be the same colour.)
The bucket selection uses a truncating division instead of a flooring division, so it does not work for negative positions.
Anyhow, there are no negative tile coordinates, so just clamp the search area.
During each game tick every cargo payment will issue an Invalidate of the status bar and company finance window. While this doesn't paint the window yet, it does need to search for open windows, and then mark a area of dirty blocks, which is done for every Invalidate.
Instead, set a bit in a CompanyMask, and test these bits once after the game tick is complete.
This reduces the amount of dirtying, and allows more specific widgets to be dirtied instead of the whole window.
chinese (traditional): 9 changes by KogentaSan
english (us): 66 changes by 2TallTyler
greek: 65 changes by gh658804
russian: 77 changes by Ln-Wolf
dutch: 66 changes by Afoklala
portuguese: 65 changes by jcteotonio
polish: 68 changes by pAter-exe
english (au): 65 changes by krysclarke
norwegian (bokmal): 67 changes by eriksorngard
chinese (traditional): 67 changes by KogentaSan
spanish (mexican): 66 changes by absay
chinese (simplified): 91 changes by WenSimEHRP
finnish: 65 changes by hpiirai
french: 61 changes by ottdfevr
portuguese (brazilian): 65 changes by pasantoro
Previous minimum width of 400 was fairly arbitrary and isn't necessary when
the minimum size is suitably constrained by other widgets in the window.
This allows the window to be narrower for CJK languages.
english (au): 1 change by krysclarke
chinese (traditional): 7 changes by KogentaSan
chinese (simplified): 201 changes by WenSimEHRP
greek: 1 change by gh658804
hungarian: 9 changes by meskobalazs
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
latvian: 1 change by lexuslatvia
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
In the depot, when dragging a train over another train, the tile length displayed now includes the length of the dragged train.
As the parts are not moved yet, length changes due to callbacks are not taken into account.
This improves usability when toggling content sorted by status, as the list position no longer jumps to the now (de)selected item, making it easier to (de)select multiple items.
Company infrastructure window will no longer overflow the screen when lots of rail and road types are present.
To further declutter the list, we now only show a value when the count for that item is non-zero.
String parameters are always stored as uint64_t. Negative values are sign-extended to int64_t and then casted to uint64_t.
The same applies to encoded strings. But ScriptText encoded them as int64_t.
Co-authored-by: rubidium42 <rubidium42@users.noreply.github.com>
VehicleEnterTileStatus was an bitset-style enum, but bitstuffed with a StationID. However the StationID part was only used by trains, and only in two locations.
Instead, return just the enum bitset. The two places which require the StationID just call GetStationIndex() directly.
This occurs because the extra invalidation in OnInit() also happens on construction, and too early.
Solution is to validate all instead of just position when invalidating in OnInit().
After loading airports+tiles, industries+tiles, houses and objects, their specs are copied from the NewGRF's loading storage to the final global storage.
Instead, move the specs to the their new storage, and clear the NewGRF's storage once done. (Stations and RoadStops are different, and the NewGRF's storage is the final storage location.)
Unnamed badges are intended to be for internal-use, not for player information.
Additionally if there is no name to the class, then is causes problems when user configuration comes.
Instead of requesting content one ID at a time, queue them up to be requested in one go.
* Avoids sending many small requests.
* Avoids sending requests for content which is likely to be arriving anyway.
english (au): 1 change by krysclarke
chinese (simplified): 1 change by WenSimEHRP
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese (brazilian): 1 change by pasantoro
polish: 4 changes by pAter-exe
These functions no longer clean up manually managed memory, they simply clear GRFFile's vectors of unique_ptrs. This will happen anyway when the GRFFile is deleted.
With CMake 4.0.0, any project < 3.5 is no longer supported. Yet,
some projects indicate 3.0 or 3.1 (while fully compatible with
3.5+). But CMake doesn't know, so it bails.
OpenGFX for the other platforms is untar'd. There is no real need
to do this, but there is also no hurt in not doing it. And doing
the same for all three has more benefits than having one being
different.
chinese (traditional): 1 change by KogentaSan
vietnamese: 11 changes by KhoiCanDev
chinese (simplified): 10 changes by WenSimEHRP
french: 2 changes by ottdfevr
Specialisations seem to be the correct way to specialise, rather than redefining the base template.
This removes a macro which instantiated methods individually.
Each cache is ~1GB. And you can only have 10GB of cache. So after
10 runs, our cache is full of trap caches.
The kicker? We don't actually benefit from this cache. It is only
used if you re-run CodeQL over the exact same codebase (without
changes), to quickly re-evaluate the latest CodeQL set. We are
way to active to have any benefit from that, and we don't run
CodeQL on a schedule to ever pick up on the cache.
swedish: 89 changes by joeax910
norwegian (bokmal): 51 changes by eriksorngard
chinese (traditional): 1 change by KogentaSan
spanish (mexican): 195 changes by absay
chinese (simplified): 1 change by WenSimEHRP
finnish: 1 change by hpiirai
english (au): 8 changes by krysclarke
chinese (traditional): 5 changes by KogentaSan
spanish (mexican): 14 changes by absay
english (us): 2 changes by 2TallTyler
chinese (simplified): 4 changes by WenSimEHRP
greek: 2 changes by gh658804
russian: 14 changes by Ln-Wolf
finnish: 2 changes by hpiirai
portuguese: 2 changes by azulcosta
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
chinese (traditional): 8 changes by KogentaSan
spanish (mexican): 36 changes by absay
english (us): 19 changes by 2TallTyler
chinese (simplified): 5 changes by WenSimEHRP
greek: 6 changes by gh658804
finnish: 6 changes by hpiirai
french: 63 changes by glx22
portuguese: 5 changes by azulcosta
portuguese (brazilian): 6 changes by pasantoro
polish: 6 changes by pAter-exe
english (au): 13 changes by krysclarke
chinese (traditional): 15 changes by KogentaSan
spanish (mexican): 2 changes by absay
chinese (simplified): 2 changes by WenSimEHRP
greek: 13 changes by gh658804
finnish: 2 changes by hpiirai
portuguese: 31 changes by jcteotonio, 2 changes by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 5 changes by pAter-exe
chinese (traditional): 61 changes by KogentaSan
spanish (mexican): 35 changes by absay
chinese (simplified): 16 changes by WenSimEHRP
russian: 13 changes by Ln-Wolf
finnish: 13 changes by hpiirai
catalan: 9 changes by J0anJosep
portuguese: 10 changes by azulcosta, 3 changes by jcteotonio
portuguese (brazilian): 13 changes by pasantoro
polish: 13 changes by pAter-exe
english (au): 3 changes by krysclarke
chinese (traditional): 6 changes by KogentaSan
spanish (mexican): 73 changes by absay
english (us): 43 changes by 2TallTyler
chinese (simplified): 3 changes by WenSimEHRP
greek: 3 changes by gh658804
finnish: 6 changes by hpiirai
portuguese: 3 changes by azulcosta
portuguese (brazilian): 3 changes by pasantoro
polish: 6 changes by pAter-exe
chinese (traditional): 37 changes by KogentaSan
spanish (mexican): 1 change by absay
chinese (simplified): 3 changes by WenSimEHRP
catalan: 38 changes by J0anJosep
portuguese: 42 changes by azulcosta
polish: 4 changes by pAter-exe
english (au): 39 changes by krysclarke
chinese (traditional): 66 changes by KogentaSan
spanish (mexican): 65 changes by absay
chinese (simplified): 97 changes by WenSimEHRP
greek: 39 changes by gh658804
russian: 42 changes by Ln-Wolf
finnish: 39 changes by hpiirai
portuguese (brazilian): 39 changes by pasantoro
polish: 52 changes by pAter-exe
Order display is now composed of concatenated strings instead of a complex 10-parameter format string, which simplifies things and fixes duplicate spaces.
Sometimes the bottom is passed as UINT16_MAX for no reason. In this case just pass the rect.
Other times it's to extend the window height; in that case just extend the rect itself.
spanish (mexican): 9 changes by absay
galician: 30 changes by pvillaverde
chinese (simplified): 1 change by WenSimEHRP
catalan: 1 change by J0anJosep
latvian: 30 changes by lexuslatvia
dutch: 4 changes by Afoklala
english (au): 1 change by krysclarke
chinese (traditional): 1 change by KogentaSan
spanish (mexican): 3 changes by absay
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
english (au): 3 changes by krysclarke
norwegian (bokmal): 4 changes by eriksorngard
chinese (traditional): 4 changes by KogentaSan
spanish (mexican): 67 changes by absay
english (us): 4 changes by 2TallTyler
chinese (simplified): 54 changes by WenSimEHRP
arabic (egypt): 77 changes by ImMorrow
greek: 3 changes by gh658804
russian: 3 changes by Ln-Wolf
finnish: 3 changes by hpiirai
portuguese: 3 changes by azulcosta
portuguese (brazilian): 3 changes by pasantoro
polish: 3 changes by pAter-exe
english (au): 1 change by krysclarke
chinese (traditional): 1 change by KogentaSan
spanish (mexican): 264 changes by absay
greek: 1 change by gh658804
russian: 2 changes by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by jcteotonio
portuguese (brazilian): 1 change by pasantoro
polish: 4 changes by pAter-exe
Width for all spacers was included only due to an off-by-one from counting buttons and not excluding the normally hidden switcher button.
Spacer width of quarter the button width is now included explicitly,
Trees are now placed in irregular blob shapes instead of repetitive diamond shapes.
---------
Co-authored-by: Susan <su+git@angel-island.zone>
Co-authored-by: Peter Nelson <peter1138@openttd.org>
english (au): 14 changes by krysclarke
chinese (traditional): 14 changes by KogentaSan
english (us): 14 changes by 2TallTyler
vietnamese: 3 changes by KhoiCanDev
greek: 14 changes by gh658804
russian: 16 changes by Ln-Wolf
finnish: 14 changes by hpiirai
portuguese: 14 changes by azulcosta
portuguese (brazilian): 15 changes by pasantoro
polish: 12 changes by pAter-exe
This allows a string and its parameters to be encoded and stored as just one string, instead of juggling with capturing and restoring string parameters.
The advantage of EncodedStrings over raw strings is they use current language and parameter values at the point of decoding.
std::numeric_limits<T>::max() returns 0 instead of an error when the type is unknown.
Solve it by implementing and using Set() and All() in BaseBitSet in same way as std::bitset.
When generating maps or loading heightmaps, the terrain height is altered to prevent slopes that can't be represented.
During this, there is now a chance of these tiles being turned into a rocky tile.
Chance of placing rocks is based on the height. This gives a rocky mountain appearance without affecting all peaks.
Also remove some of the artifical documented limits as they are not true; the
ClientPoolID was not sent over the network, so its size isn't of concern.
- compat_NNN.nut files now only defines what is needed to downgrade from API NNN + 1 to NNN.
- Automatically load all required compatibility files based on the API version of the script, starting with the latest.
A Source is either a CompanyID (Headquarters), IndustryID or TownID.
When making those types stronger a lot of casts would be needed, but
with these simple helpers the intent is shown more clearly.
This provides support for ConvertibleThroughBase positions passed to the
functions of a container that return a reference, specifically 'at(pos)'
and 'operator[](pos)'.
In the script's API `COMPANY_INVALID` has a value of -1, whereas the internal
game's `INVALID_COMPANY` has a value of 255. Since the script's API also has
a `COMPANY_SPECTATOR` with a value of 255, these enumerations cannot be easily
reconciled by casting. As such, replace all casts in the script API with
either ScriptCompany::FromScriptCompanyID or ScriptCompany::ToScriptCompanyID.
Also make clear whether CompanyID is ::CompanyID or ScriptCompany::CompanyID
by using either one of those over CompanyID in the script's API.
ArrayStringParameters contains extra state that is used when formatting strings which isn't needed when creating parameter lists.
MakeParameters() now returns a std::array which contains only the parameter data. This simpler container is more widely available than before.
A DestinationID is either a DepotID or StationID, where the aircraft hangar
being conceptually a depot is actually a StationID. When making those types
stronger, a lot of casts would need to be added, but this shows the intent
much better.
english (au): 6 changes by krysclarke
chinese (traditional): 8 changes by KogentaSan
spanish (mexican): 3 changes by absay
greek: 12 changes by gh658804
russian: 12 changes by Ln-Wolf
finnish: 8 changes by hpiirai
catalan: 8 changes by J0anJosep
portuguese: 9 changes by azulcosta
portuguese (brazilian): 8 changes by pasantoro
polish: 14 changes by pAter-exe
english (au): 1 change by krysclarke
chinese (traditional): 2 changes by KogentaSan
spanish (mexican): 1 change by absay
russian: 2 changes by Ln-Wolf
catalan: 3 changes by J0anJosep
english (au): 1 change by krysclarke
chinese (traditional): 3 changes by KogentaSan
chinese (simplified): 3 changes by WenSimEHRP
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 3 changes by pAter-exe
english (au): 2 changes by krysclarke
norwegian (bokmal): 2 changes by eriksorngard
spanish (mexican): 9 changes by absay
greek: 2 changes by gh658804
russian: 2 changes by Ln-Wolf
finnish: 2 changes by hpiirai
portuguese: 2 changes by azulcosta
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
This makes it possible to write templated alternatives for ConvertibleThroughBase
which are then available for any (strong) type that implements a base() function
In the end making adding new ConvertibleThroughBase types less awkward.
-fno-tree-vrp is essentially a GCC implementation detail which controls
a powerful source of optimisation information. The linked GCC bug from 2010(!)
shows that -fno-strict-enums was added in response to the bug report, and
we can use that instead. Clang supports it too. Use that instead for both
GCC and (newly) Clang.
chinese (traditional): 1 change by KogentaSan
chinese (simplified): 3 changes by WenSimEHRP
catalan: 1 change by J0anJosep
polish: 1 change by pAter-exe
english (au): 1 change by krysclarke
norwegian (bokmal): 1 change by eriksorngard
english (us): 1 change by 2TallTyler
greek: 1 change by gh658804
finnish: 1 change by hpiirai
portuguese: 1 change by jcteotonio
portuguese (brazilian): 1 change by pasantoro
This is only available from C++23, but the implementation is fairly trivial
and the old variants of BSWAP32/BSWAP16 were not constexpr on MSVC. This was
due to all kinds of intrinsics that were added to get better code. However,
recent compilers with reasonable optimisation settings see the naive code and
will inject the appropriate optimised code (bswap op on x86-64).
For x86-64 recent is: Clang 6+ -O1, GCC 6+ -O2, MSVC 19.34+ /O1.
`TTD_ENDIAN` is used to change the order of the r,g,b,a members of `Colour` to suit the architecture.
This kind of conditional is not supported by C++/`std::endian`, so instead three separate Colour unions are defined, `ColourRGBA`, `ColourARGB` and `ColourBGRA`. The correct union is then aliased to `Colour` using `std::conditional`.
Change the sprite drawing order defined by the enum and table to draw the (shirt) collar first, under the jacket. Simplifies new graphics development, allowing the shirt collar sprite to be a full shirt.
When opening vehicle lists a static WindowDesc is modified to change the class depending on the vehicle type.
Theses makes for inconsistencies and preferred window state, and prevents WindowDesc members being made const.
Due to function overloads and default parameters, the wrong `NWidget()` function was called, resulting resulting in the wrong `NWidgetPart` being created.
This uses nearest colour lookup to convert 32bpp-only sprites to indexed 8bpp on the fly. This provides a reasonable usable sprite instead of being incompatible.
Now that SkipGarbage doesn't skip all multi-byte utf-8 characters, string control codes are not skipped either. This gave unintended sorting when NewGRF names start with colour codes.
Use StrMakeValid() before comparing. This has to make a copy of the string for each sort step, so there is likely a performance penalty.
english (au): 5 changes by krysclarke
norwegian (bokmal): 8 changes by eriksorngard
chinese (simplified): 5 changes by WenSimEHRP
korean: 5 changes by telk5093
greek: 5 changes by gh658804
russian: 5 changes by Ln-Wolf
finnish: 5 changes by hpiirai
portuguese (brazilian): 5 changes by pasantoro
polish: 5 changes by pAter-exe
english (au): 3 changes by krysclarke
spanish (mexican): 6 changes by absay
greek: 3 changes by gh658804
hebrew: 127 changes by yair-bn
finnish: 3 changes by hpiirai
catalan: 3 changes by J0anJosep
portuguese: 3 changes by azulcosta
portuguese (brazilian): 3 changes by pasantoro
polish: 3 changes by pAter-exe
One of the features of cheats is that there is a record of a cheat being used.
As cheats are slowly ending up in settings instead, add a flag so that changes to these sandbox settings are logged.
This allows cargo packets and cargo flow data to be empty if not in use, which is the case for the majority of station goods entries, and data is allocated when needed.
This reduces the initial size of a Station from 9192 bytes to 2024 bytes (on 64 bit platforms), although an allocation of 120 bytes is made for each active cargo type at a station.
Based on similar changes in JGRPP.
When drawing viewport strings, the StringID is used to determine how to draw the sign. Instead, allow the behaviour to be set by the caller with flags. This means that some of the viewport-specific strings are no longer necessary.
ViewportAddString() now returns a pointer to a string as it may not actually add the string, in which case preparing the string parameters in advance is a waste of time.
Set colour for these widget types to INVALID_COLOUR to avoid giving the impression that the colour has a purpose.
A runtime exception is added to catch this the existing widget unit test.
Rail station tile flags now use bits that were (long ago) used to store railtype.
During Afterload, there are some calls that need the state of station tile flags to be correct which were executed before the station tile flags were set.
When allowed to found towns in game, some buttons are disabled as they are only available in the scenario editor.
Instead of disabling these buttons, completely hide them when in game.
Use a base multiplier to keep the existing option range (1-15).
SDL2 >= 2.18 allows for considerably smoother scrolling, but
basic support for earlier versions is included.
chinese (traditional): 10 changes by KogentaSan
galician: 9 changes by pvillaverde
korean: 9 changes by telk5093
russian: 10 changes by Ln-Wolf
polish: 1 change by pAter-exe
Small viewport signs are drawn with FS_SMALL, so there is no need to duplicate text effect strings for both normal and small versions.
This also avoids an extra string format when text effect positions are updated.
english (au): 1 change by krysclarke
norwegian (bokmal): 8 changes by eriksorngard
chinese (simplified): 1 change by WenSimEHRP
greek: 1 change by gh658804
russian: 52 changes by Ln-Wolf
finnish: 1 change by hpiirai
french: 1 change by glx22
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
If string parameters are not set correctly, FormatString can read out of bounds and crash the game.
This does not fix the root cause, just a nasty symptom.
When a NewGRF overrides another, any translation table that the overriding NewGRF installs will also be installed in the target file.
This allows the overridden NewGRF to make use of a cargo or rail/road type translation table without directly modifying the original file.
Sounds are loaded into memory on first use, using the SoundLoader interface to support format conversion. Sounds are retained in memory to avoid reloading every time a sound is played.
This deduplicates WAV header parsing between NewGRF and baseset sounds, and will allow different audio formats to be supported.
english (au): 8 changes by krysclarke
greek: 8 changes by gh658804
russian: 8 changes by Ln-Wolf
finnish: 8 changes by hpiirai
french: 11 changes by glx22
portuguese (brazilian): 8 changes by pasantoro
polish: 8 changes by pAter-exe
Allows quickly finding the EngineID given the type, grfid and local id of an engine, instead a linear scan.
This can reduce loading time when lots of engines are present and also affects performance in-game.
Lookup can be on the order of 10000 times faster.
The pointer was already captured and converted to a unqiue_ptr, but hidden within the call stack.
This now makes it clearer that the object passed to Add.*NewsItem will become owned by the news item.
Engines defined outside the original range did not have their cargo type/cargo label fields initialised properly.
If these engines are also not assigned a cargo type, they would therefore use the cargo in slot 0 instead of falling back to first refittable.
This allows animated tiles to be added and removed without searching in the animated tile list, providing a performance improvement when there are lots of animated tiles.
Save game version is bumped so that animated tile state can be converted.
All GRFConfigs have space allocated for parameters, but only configured GRFConfigs need them.
Using a vector instead means that space is only used when parameters are used.
* Use appropriate container widget nesting with padding, instead of single-sided padding.
* Use layer widget to allow main news message to overlay close box and date widgets, to more closely match the old fixed-pixel layout.
Each callback result requires a pool memory allocation, each of which is 24 bytes.
Build a cache of results so that if the same result is used later it refers to the same group.
This solves finances not being show if the company inauguration date is in the future.
Current period is now always shown in the same position instead of moving for the first 2 years.
When there are many more items than fit in a list, the scrollbar slider scales to fit but there is no minimum size. It becomes too small to click on and use.
Ensure scrollbar slider is at least the same size as the buttons either end.
When rebuilding the industry directory list, the width of every item in the list is obtained to get the maximum width required for the horizontal scrollbar. This can take considerable time if there are a lot of industries.
Instead, calculate only for the visible rows, and grow as needed.
english (au): 2 changes by krysclarke
swedish: 4 changes by joeax910
chinese (traditional): 2 changes by KogentaSan
chinese (simplified): 3 changes by WenSimEHRP
greek: 4 changes by gh658804
russian: 3 changes by Ln-Wolf
finnish: 4 changes by hpiirai
portuguese (brazilian): 3 changes by pasantoro
polish: 46 changes by pAter-exe
Recolour sprites are loaded when seen, instead of being loaded when needed. This could result in the sprite cache being filled up with recolour sprites, and also mean that replacing recolour sprites didn't release the previously allocated memory.
Instead, allow recolour sprites to be loaded as needed and freed when unneeded, like regular sprites.
Use member-initialisation, reorder members to reduce space, and prefer references.
SetValue/GetValue are moved to GRFConfig as they set the config's parameter values.
english (au): 1 change by krysclarke
chinese (traditional): 1 change by KogentaSan
korean: 5 changes by telk5093
greek: 1 change by gh658804
dutch: 1 change by KevinHeijsteeg2
Store a list of industries per industry type. This allows industry generation checks which only consider a specific industry type to check a reduced set of industries, leading to a potential performance increase.
This also removes the need to track industry type counts as well.
Kdtree uses a function pointer and incorrectly calls it a functor. The function pointer needs to be passed on instantiaton.
Instead, use an actual functor. This simplifies instantiation.
Ship and RoadVehicle path caches use a std::deque, which is quite memory hungry, especially for RoadVehicle which has two.
std::deque was used to be able to push/pop from either end.
Change to use a single std::vector each, which is now push/popped from the back.
IndustrySpec and IndustryTileSpec cargo label lists are only used for original industries. Original industries can only have up to 2 inputs and 3 outputs. Therefore having space for 16 input/outputs slots is unnecessary
This saves 216 bytes per industry type, and 164 bytes per industry tile type.
* After double-clicking on a location button to follow a vehicle, show that state by drawing the location button in a lowered state.
* Allow cancelling the follow state by clicking on the location button again.
This allows water tiles which cannot flood any further to not even try to flood.
On a large map with lots of water tiles this can noticeably reduce game loop processing time.
Mostly ported from JGRPP.
Build the list of railtype conversions at the same time as testing if conversion is needed.
This avoids having two similar loops which need to compare the same things.
CargoPayment required cargo type to be set as state via SetCargo(). This was error prone as CargoPayment is per consist but cargo type can vary per vehicle part. Additionally if SetCargo was not called then the default "uninitialised" state was cargo slot 0, passengers.
Instead of trying to make sure it is set correctly, remove cargo type from CargoPayment and always pass it explicitly to the PayTransfer/PayFinalDelivery methods.
english (au): 4 changes by krysclarke
english (us): 4 changes by 2TallTyler
chinese (simplified): 4 changes by WenSimEHRP
greek: 4 changes by gh658804
russian: 4 changes by Ln-Wolf
dutch: 4 changes by Afoklala
portuguese: 4 changes by jcteotonio
portuguese (brazilian): 4 changes by pasantoro
Looking for label 0 would incorrectly return the first undefined type instead of INVALID_RAIL/ROADTYPE, which could potentially cause incorrect behaviour.
Now that SkipGarbage doesn't skip all multi-byte utf-8 characters, string control codes are not skipped either. This gave unintended sorting when NewGRF names start with colour codes.
Make SkipGarbage UTF-8 aware so that it is able to skip some unicode ranges as well.
Use index of last child instead of pointer to update next_child element.
In case there is no child sprite yet, the most recent parent sprite's first_child is updated instead.
Split AfterLoadVehicles into two functions.
Vehicle cache init and other functionality requiring an upgraded and
valid map is now performed later in the load process.
If the starting tile is near the edge of the map, the width and height could overflow the map boundary.
In some cases this might result in a different area being planted than expected.
This was originally generic and used by YAPF, but now it is used only by script objects.
CCountedPtr provided much more (untested) functionality than used.
ScriptObjectRef already exists for script objects and does the same thing, so use this instead.
While ubuntu-latest is transitioning from ubuntu-22.04 to ubuntu-24.04, the one we actually run on is random.
But our workflow can work only with 22.04 (using clang15) or 24.04 (using clang) so just force 24.04 for now.
Since SetDParamStr() always owns a copy of the string, there is no need to make another copy of it to keep it around while the news item exists.
This also fixes a leak in `CmdIndustrySetProduction` as the allocated data wasn't passed to AddIndustryNewsItem.
english (au): 4 changes by krysclarke
chinese (traditional): 18 changes by KogentaSan
greek: 4 changes by gh658804
italian: 11 changes by Boh132Boh
russian: 4 changes by Ln-Wolf
finnish: 5 changes by hpiirai
portuguese (brazilian): 4 changes by pasantoro
polish: 78 changes by pAter-exe
Instead of falling back to bitnum lookup or climate-dependent cargo types, install a default cargo translation table that performs either of these functions instead.
This allows better mapping of climate-dependent or bitnum cargo slots, falling back to INVALID_CARGO if they are not defined, and reduces special-casing.
In the refactor to unified tile animation code, the test for `CALLBACK_1A_RANDOM_BITS` incorrectly got changed to a `HasBit()` test preventing it from working.
Use `HasFlag()` instead.
english (au): 1 change by krysclarke
chinese (simplified): 1 change by WenSimEHRP
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
portuguese (brazilian): 1 change by pasantoro
Since initial colour is no longer passed to the text layout, TC_FORCED flag is not seen by the layouter, so it had no effect.
Instead, check for TC_FORCED when drawing and avoid using the string's colours if set.
This simplifies tests for `(x & y) != y` with enum classes by reducing repetition, similar to HasBit(), and also makes the intent of the expression clearer.
Using an actual random chance to generate cities means that there may be far less or far more than 'expected' towns being made as cities.
While this is the point of randomness, the wording of the setting is "Proporation of towns that will become cities: 1 in X" and does not mention randomness at all.
english (au): 1 change by krysclarke
english (us): 9 changes by 2TallTyler
galician: 13 changes by pvillaverde
korean: 9 changes by telk5093
greek: 1 change by gh658804
finnish: 1 change by hpiirai
lithuanian: 6 changes by isigitas
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by aefoes
chinese (simplified): 9 changes by WenSimEHRP
catalan: 9 changes by J0anJosep
latvian: 1 change by lexuslatvia
french: 13 changes by glx22
portuguese: 9 changes by azulcosta
This allows longer parameters to be used in plural and gender commands.
Each individual word list parameter is now limited to 253 bytes, allowing for a trailing NUL and leaving 0xFF reserved.
english (au): 9 changes by krysclarke
greek: 9 changes by gh658804
russian: 9 changes by Ln-Wolf
finnish: 9 changes by hpiirai
latvian: 8 changes by lexuslatvia
portuguese (brazilian): 9 changes by pasantoro
This avoids storing two separate values and makes the test for which type is held clearer.
This replaces use of unique_ptr for conditionally storing a string, and is also used in place of StringParameterBackup.
english (au): 4 changes by krysclarke
greek: 4 changes by gh658804
russian: 4 changes by Ln-Wolf
finnish: 4 changes by hpiirai
polish: 4 changes by pAter-exe
* Codechange: Add AssignBit function to assign the value of a single bit
* Codechange: Replace various uses of SB with AssignBit
* Codechange: Replace various uses of SB with a constant with SetBit
english (au): 1 change by krysclarke
greek: 1 change by gh658804
russian: 1 change by Ln-Wolf
finnish: 1 change by hpiirai
portuguese (brazilian): 1 change by pasantoro
This avoids redundant tile refreshes when the caller has already marked a tile dirty, or knows it does not need refreshing.
Loosely backported from JGRPP.
The callers of DeleteAnimatedTile already know if the tile needs refreshing, so it is redundant for DeleteAnimatedTile to do so.
Loosely backported from JGRPP.
Timetable does not show vehicles as early, only as on time.
Fix this by changing 'VehicleIsAboveLatenessThreshold()' to
accept number of ticks the vehicle is late. This allows to
use it with absolute value.
Codefix #12860: Update comments
Co-authored-by: Tyler Trahan <tyler@tylertrahan.com>
BmpInfo width and height members are now size_t to avoid multiplication warnings.
This avoids manual memory management and allows BmpData to clean up after itself.
Properties 11, 14 and 15 to set pylons/nowires/blocked intrinsically only support 8 station tiles.
Add new property to define all three flags for each station tile layout.
Allow using up to 256 tile layouts in property 0E or callback 24, which defines the layout to be saved into the map.
This was originally limited to 8, because station graphics above 8 referred to other station types but that was changed in 2007.
1) More efficient than using callback 14, as that needs to be checked every time a station tile is rendered.
2) The layout does not get changed when the station is changed (this may or may not be desirable!)
Using more than 256 layouts still requires callback 14.
These callbacks both select rail station tile layouts, the difference is one happens when drawing, the other happens when building. Change the names to make this clearer.
Converting from UTF-8 to UTF-16 could have resulted in a buffer overflow if the buffer size was exactly the length of the converted string.
Pass string_view/span to convert_from/to_fs instead, and ensure the buffer is terminated. This replaces passing a pointer to the buffer and the buffer size as separate parameters, allowing the compiler to pass both in one parameter.
Removes use of `lengthof()`.
english (au): 1 change by krysclarke
swedish: 7 changes by joeax910
chinese (simplified): 2 changes by WenSimEHRP
korean: 1 change by telk5093
french: 2 changes by ottdfevr
english (au): 1 change by krysclarke
chinese (simplified): 2 changes by WenSimEHRP
greek: 1 change by gh658804
russian: 2 changes by Ln-Wolf
finnish: 1 change by hpiirai
catalan: 2 changes by J0anJosep
portuguese: 1 change by azulcosta
portuguese (brazilian): 1 change by pasantoro
polish: 1 change by pAter-exe
- Changing zoom no longer stops following vehicle
- Key scrolling while following a vehicle stops following
- Autoscrolling while following a vehicle stops following
- Main viewport can begin following a vehicle at any zoom
How missing glyphs were detected was changed, but the sprite font still substituted `?`, which to missing glyph looked like all characters are present.
english (au): 2 changes by krysclarke
english (us): 2 changes by 2TallTyler
chinese (simplified): 2 changes by WenSimEHRP
russian: 2 changes by Ln-Wolf
finnish: 25 changes by hpiirai
portuguese (brazilian): 2 changes by pasantoro
english (au): 10 changes by krysclarke
swedish: 13 changes by joeax910
english (us): 10 changes by 2TallTyler
chinese (simplified): 14 changes by WenSimEHRP
russian: 6 changes by Ln-Wolf
catalan: 14 changes by J0anJosep
latvian: 15 changes by lexuslatvia
portuguese (brazilian): 12 changes by pasantoro
english (au): 2 changes by krysclarke
norwegian (bokmal): 2 changes by eriksorngard
english (us): 2 changes by 2TallTyler
russian: 2 changes by Ln-Wolf
finnish: 2 changes by hpiirai
french: 2 changes by ottdfevr
portuguese (brazilian): 2 changes by pasantoro
polish: 2 changes by pAter-exe
For non-WWT_MATRIX widgets, scrollbars need to take account of the internal padding used for the widget.
This is not normally noticeable as framerect padding is only 2 extra pixels
english (au): 2 changes by krysclarke
norwegian (bokmal): 6 changes by eriksorngard
korean: 3 changes by telk5093
russian: 2 changes by Ln-Wolf
finnish: 3 changes by hpiirai
portuguese: 2 changes by azulcosta
portuguese (brazilian): 2 changes by pasantoro
polish: 5 changes by pAter-exe
@@ -10,6 +10,8 @@ What is simple to some might appear very complicated to others. Documentation he
* Function names use [CamelCase](http://www.wikipedia.org/wiki/Camelcase) without underscores.
* Function names use [CamelCase](http://www.wikipedia.org/wiki/Camelcase) without underscores.
* Opening curly bracket **{** for a function starts on the next line.
* Opening curly bracket **{** for a function starts on the next line.
* Use Foo() instead of Foo(void).
* Use Foo() instead of Foo(void).
* Prefer using "const" for reference and compound parameters when appropriate.
* If a member function can be a const function, make it so.
```c++
```c++
void ThisIsAFunction()
void ThisIsAFunction()
{
{
@@ -254,11 +256,44 @@ int Func();
* If you are writing one or more template class in the dedicated header file, use file.hpp for its name instead of file.h. This will let others know that it is template library (includes also implementation), not just header with declarations.
* If you are writing one or more template class in the dedicated header file, use file.hpp for its name instead of file.h. This will let others know that it is template library (includes also implementation), not just header with declarations.
### Code Comment Vertical Alignment
When adding code or comments to an existing formatted section, follow the existing style if possible without editing the preexisting lines.
If your addition cannot be aligned with existing code, do not align the comments with anything and use only a single space between the code and the comment.
Good:
```c++
enum Vehicle {
BUS, ///< Take the bus.
+ CAR, ///< Drive your car.
BIKE, ///< Ride your bike
+ TRAIN, ///< Catch the train.
}
```
"Car" is shorter than Bike which allows you to easily align the new comment. "Train" is longer. It is *NOT* desirable to change the vertical comment alignment of this enum.
Bad:
```c++
enum Vehicle {
- BUS, ///< Take the bus.
- BIKE, ///< Ride your bike
+ BUS, ///< Take the bus.
+ CAR, ///< Drive your car.
+ BIKE, ///< Ride your bike
+ TRAIN, ///< Catch the train.
}
```
OpenTTD used to vertically-align inline Doxygen comments as shown above. OpenTTD has since stopped strictly following this rule to keep diffs smaller and reduce pollution to the git blame history for non-functional changes.
### Other important rules
### Other important rules
* Put a space before and after binary operators: "a + b", "a == b", "a & b", "a <<= b", etc.. Exceptions are ".", "->" and "[]" (no spaces) and "," (just space after it).
* Put a space before and after binary operators: "a + b", "a == b", "a & b", "a <<= b", etc.. Exceptions are ".", "->" and "[]" (no spaces) and "," (just space after it).
* Put parenthesis where it improves readability: "*(b++)" instead of "*b++", and "if ((a & b) && c == 2)" instead of "if (a & b && c == 2)".
* Put parenthesis where it improves readability: "*(b++)" instead of "*b++", and "if ((a & b) && c == 2)" instead of "if (a & b && c == 2)".
* Do not put external declarations in implementation (i.e. cpp) files.
* Do not put external declarations in implementation (i.e. cpp) files.
* Use const where possible.
* Do not typedef enums and structs.
* Do not typedef enums and structs.
* Don't treat non-flags as flags: use "if (char_pointer != nullptr && *char_pointer != '\0')", not "if (char_pointer && *char_pointer)".
* Don't treat non-flags as flags: use "if (char_pointer != nullptr && *char_pointer != '\0')", not "if (char_pointer && *char_pointer)".
* Use "free(p)" instead of "if (p != nullptr) free(p)". "free(nullptr)" doesn't hurt anyone.
* Use "free(p)" instead of "if (p != nullptr) free(p)". "free(nullptr)" doesn't hurt anyone.
@@ -448,7 +483,7 @@ Do not mention two keywords; if two apply, pick one that best represents the com
The `<details>` part starts with a capital and does not end with a dot.
The `<details>` part starts with a capital and does not end with a dot.
Try to be descriptive to what the player will notice, not to what is actually being changed in the code.
Try to be descriptive to what the player will notice, not to what is actually being changed in the code.
See `changelog.txt` for inspiration.
See `changelog.md` for inspiration.
To further structure the changelog, you can add components. Example are:
To further structure the changelog, you can add components. Example are:
@@ -37,12 +37,10 @@ Both 'stable' and 'nightly' versions are available for download:
OpenTTD is also available for free on [Steam](https://store.steampowered.com/app/1536610/OpenTTD/), [GOG.com](https://www.gog.com/game/openttd), and the [Microsoft Store](https://www.microsoft.com/p/openttd-official/9ncjg5rvrr1c). On some platforms OpenTTD will be available via your OS package manager or a similar service.
OpenTTD is also available for free on [Steam](https://store.steampowered.com/app/1536610/OpenTTD/), [GOG.com](https://www.gog.com/game/openttd), and the [Microsoft Store](https://www.microsoft.com/p/openttd-official/9ncjg5rvrr1c). On some platforms OpenTTD will be available via your OS package manager or a similar service.
## 1.2) OpenTTD gameplay manual
## 1.2) OpenTTD gameplay manual
OpenTTD has a [community-maintained wiki](https://wiki.openttd.org/), including a gameplay manual and tips.
OpenTTD has a [community-maintained wiki](https://wiki.openttd.org/), including a gameplay manual and tips.
## 1.3) Supported platforms
## 1.3) Supported platforms
OpenTTD has been ported to several platforms and operating systems.
OpenTTD has been ported to several platforms and operating systems.
@@ -56,6 +54,7 @@ The currently supported platforms are:
Other platforms may also work (in particular various BSD systems), but we don't actively test or maintain these.
Other platforms may also work (in particular various BSD systems), but we don't actively test or maintain these.
### 1.3.1) Legacy support
### 1.3.1) Legacy support
Platforms, languages and compilers change.
Platforms, languages and compilers change.
We'll keep support going on old platforms as long as someone is interested in supporting them, except where it means the project can't move forward to keep up with language and compiler features.
We'll keep support going on old platforms as long as someone is interested in supporting them, except where it means the project can't move forward to keep up with language and compiler features.
@@ -72,7 +71,6 @@ For some platforms these will be downloaded during the installation process if r
For some platforms, you will need to refer to [the installation guide](https://wiki.openttd.org/en/Manual/Installation).
For some platforms, you will need to refer to [the installation guide](https://wiki.openttd.org/en/Manual/Installation).
### 1.4.1) Free graphics and sound files
### 1.4.1) Free graphics and sound files
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
@@ -85,7 +83,6 @@ OpenMSX for music can be found at:
Please follow the readme of these packages about the installation procedure.
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.
The Windows installer can optionally download and install these packages.
### 1.4.2) Original Transport Tycoon Deluxe graphics and sound files
### 1.4.2) Original Transport Tycoon Deluxe graphics and sound files
If you want to play with the original Transport Tycoon Deluxe data files you have to copy the data files from the CD-ROM into the baseset/ directory.
If you want to play with the original Transport Tycoon Deluxe data files you have to copy the data files from the CD-ROM into the baseset/ directory.
@@ -100,7 +97,6 @@ You need to copy the following files:
- trgir.grf or TRGI.GRF
- trgir.grf or TRGI.GRF
- trgtr.grf or TRGT.GRF
- trgtr.grf or TRGT.GRF
### 1.4.3) Original Transport Tycoon Deluxe music
### 1.4.3) Original Transport Tycoon Deluxe music
If you want the Transport Tycoon Deluxe music, copy the appropriate files from the original game into the baseset folder.
If you want the Transport Tycoon Deluxe music, copy the appropriate files from the original game into the baseset folder.
@@ -108,7 +104,6 @@ If you want the Transport Tycoon Deluxe music, copy the appropriate files from t
- TTD for DOS: The GM.CAT file
- TTD for DOS: The GM.CAT file
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
## 1.5) Add-on content / mods
## 1.5) Add-on content / mods
OpenTTD features multiple types of add-on content, which modify gameplay in different ways.
OpenTTD features multiple types of add-on content, which modify gameplay in different ways.
@@ -117,7 +112,6 @@ Most types of add-on content can be downloaded within OpenTTD via the 'Check Onl
Add-on content can also be installed manually, but that's more complicated; the [OpenTTD wiki](https://wiki.openttd.org/) may offer help with that, or the [OpenTTD directory structure guide](./docs/directory_structure.md).
Add-on content can also be installed manually, but that's more complicated; the [OpenTTD wiki](https://wiki.openttd.org/) may offer help with that, or the [OpenTTD directory structure guide](./docs/directory_structure.md).
### 1.5.1) Social Integration
### 1.5.1) Social Integration
OpenTTD has the ability to load plugins to integrate with Social Platforms like Steam, Discord, etc.
OpenTTD has the ability to load plugins to integrate with Social Platforms like Steam, Discord, etc.
@@ -126,7 +120,6 @@ To enable such integration, the plugin for the specific platform has to be downl
See [OpenTTD's website](https://www.openttd.org), under Downloads, for what plugins are available.
See [OpenTTD's website](https://www.openttd.org), under Downloads, for what plugins are available.
### 1.6) OpenTTD directories
### 1.6) OpenTTD directories
OpenTTD uses its own directory structure to store game data, add-on content etc.
OpenTTD uses its own directory structure to store game data, add-on content etc.
@@ -137,7 +130,6 @@ For more information, see the [directory structure guide](./docs/directory_struc
If you want to compile OpenTTD from source, instructions can be found in [COMPILING.md](./COMPILING.md).
If you want to compile OpenTTD from source, instructions can be found in [COMPILING.md](./COMPILING.md).
## 2.0) Contact and Community
## 2.0) Contact and Community
'Official' channels
'Official' channels
@@ -160,12 +152,10 @@ You can play OpenTTD with others, either cooperatively or competitively.
See the [multiplayer documentation](./docs/multiplayer.md) for more details.
See the [multiplayer documentation](./docs/multiplayer.md) for more details.
### 2.2) Contributing to OpenTTD
### 2.2) Contributing to OpenTTD
We welcome contributors to OpenTTD. More information for contributors can be found in [CONTRIBUTING.md](./CONTRIBUTING.md)
We welcome contributors to OpenTTD. More information for contributors can be found in [CONTRIBUTING.md](./CONTRIBUTING.md)
### 2.3) Reporting bugs
### 2.3) Reporting bugs
Good bug reports are very helpful. We have a [guide to reporting bugs](./CONTRIBUTING.md#bug-reports) to help with this.
Good bug reports are very helpful. We have a [guide to reporting bugs](./CONTRIBUTING.md#bug-reports) to help with this.
@@ -173,12 +163,10 @@ Good bug reports are very helpful. We have a [guide to reporting bugs](./CONTRI
Desyncs in multiplayer are complex to debug and report (some software development skils are required).
Desyncs in multiplayer are complex to debug and report (some software development skils are required).
Instructions can be found in [debugging and reporting desyncs](./docs/debugging_desyncs.md).
Instructions can be found in [debugging and reporting desyncs](./docs/debugging_desyncs.md).
### 2.4) Translating
### 2.4) Translating
OpenTTD is translated into many languages. Translations are added and updated via the [online translation tool](https://translator.openttd.org).
OpenTTD is translated into many languages. Translations are added and updated via the [online translation tool](https://translator.openttd.org).
## 3.0) Licensing
## 3.0) Licensing
OpenTTD is licensed under the GNU General Public License version 2.0.
OpenTTD is licensed under the GNU General Public License version 2.0.
@@ -215,6 +203,6 @@ See `src/3rdparty/openttd_social_integration_api/LICENSE` for the complete licen
The atomic datatype support detection in `cmake/3rdparty/llvm/CheckAtomic.cmake` is licensed under the Apache 2.0 license.
The atomic datatype support detection in `cmake/3rdparty/llvm/CheckAtomic.cmake` is licensed under the Apache 2.0 license.
See `cmake/3rdparty/llvm/LICENSE.txt` for the complete license text.
See `cmake/3rdparty/llvm/LICENSE.txt` for the complete license text.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("0.7 API compatibility in effect:");
/* This file contains code to downgrade the API from 1.0 to 0.7. */
AILog.Info(" - AITown::GetLastMonthProduction's behaviour has slightly changed.");
AILog.Info(" - AITown::GetLastMonthProduction's behaviour has slightly changed.");
AILog.Info(" - AISubsidy::GetDestination returns STATION_INVALID for awarded subsidies.");
AILog.Info(" - AISubsidy::GetDestination returns STATION_INVALID for awarded subsidies.");
AILog.Info(" - AISubsidy::GetSource returns STATION_INVALID for awarded subsidies.");
AILog.Info(" - AISubsidy::GetSource returns STATION_INVALID for awarded subsidies.");
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.0 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.1 to 1.0. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.1 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.2 to 1.1. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.10 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.11 to 1.10. */
/* 13 really checks RoadType against RoadType */
AIRoad._HasRoadType <- AIRoad.HasRoadType;
AIRoad.HasRoadType <- function(tile, road_type)
{
local list = AIRoadTypeList(AIRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.11 API compatibility in effect.");
/* This file contains code to downgrade the API from 12 to 1.11. */
/* 13 really checks RoadType against RoadType */
AIRoad._HasRoadType <- AIRoad.HasRoadType;
AIRoad.HasRoadType <- function(tile, road_type)
{
local list = AIRoadTypeList(AIRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.2 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.3 to 1.2. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.3 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.4 to 1.3. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.4 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.5 to 1.4. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.5 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.6 to 1.5. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.6 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.7 to 1.6. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.7 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.8 to 1.7. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.8 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.9 to 1.8. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("1.9 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.10 to 1.9. */
/* 13 really checks RoadType against RoadType */
AIRoad._HasRoadType <- AIRoad.HasRoadType;
AIRoad.HasRoadType <- function(tile, road_type)
{
local list = AIRoadTypeList(AIRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("12 API compatibility in effect.");
/* This file contains code to downgrade the API from 13 to 12. */
/* 13 really checks RoadType against RoadType */
AIRoad.HasRoadTypeCompat12 <- AIRoad.HasRoadType;
AIRoad._HasRoadType <- AIRoad.HasRoadType;
AIRoad.HasRoadType <- function(tile, road_type)
AIRoad.HasRoadType <- function(tile, road_type)
{
{
local list = AIRoadTypeList(AIRoad.GetRoadTramType(road_type));
local list = AIRoadTypeList(AIRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("13 API compatibility in effect.");
/* This file contains code to downgrade the API from 14 to 13. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
AILog.Info("14 API compatibility in effect.");
/* This file contains code to downgrade the API from 15 to 14. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.10 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.11 to 1.10. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.11 API compatibility in effect.");
/* This file contains code to downgrade the API from 12 to 1.11. */
/* 13 really checks RoadType against RoadType */
GSRoad._HasRoadType <- GSRoad.HasRoadType;
GSRoad.HasRoadType <- function(tile, road_type)
{
local list = GSRoadTypeList(GSRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.2 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.3 to 1.2. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.3 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.4 to 1.3. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.4 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.5 to 1.4 */
/* 1.5 adds a game element reference to the news. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.5 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.6 to 1.5. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.6 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.7 to 1.6. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.7 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.8 to 1.7. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.8 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.9 to 1.8. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("1.9 API compatibility in effect.");
/* This file contains code to downgrade the API from 1.10 to 1.9. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("12 API compatibility in effect.");
/* This file contains code to downgrade the API from 13 to 12. */
/* 13 really checks RoadType against RoadType */
GSRoad.HasRoadTypeCompat12 <- GSRoad.HasRoadType;
GSRoad._HasRoadType <- GSRoad.HasRoadType;
GSRoad.HasRoadType <- function(tile, road_type)
GSRoad.HasRoadType <- function(tile, road_type)
{
{
local list = GSRoadTypeList(GSRoad.GetRoadTramType(road_type));
local list = GSRoadTypeList(GSRoad.GetRoadTramType(road_type));
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("13 API compatibility in effect.");
/* This file contains code to downgrade the API from 14 to 13. */
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
*/
GSLog.Info("14 API compatibility in effect.");
/* This file contains code to downgrade the API from 15 to 14. */
GSBridge.GetBridgeID <- GSBridge.GetBridgeType;
/* Emulate old GSText parameter padding behaviour */
GSText.SCRIPT_TEXT_MAX_PARAMETERS <- 20;
class GSCompat14 {
function Text(text)
{
if (typeof text == "string") return text;
if (typeof text == "instance" && text instanceof GSText) return text;
- a monospace font (used for text files such as NewGRF readmes).
You can use the following types of fonts with OpenTTD:
## OpenTTD's default fonts
These fonts are OpenTTD Sans (small and medium), OpenTTD Serif (large) and OpenTTD Mono (monospace). They are distributed as part of OpenTTD since version 14. The font files are included in the baseset directory of OpenTTD.
These fonts are active by default and support the Latin, Greek and Cyrillic scripts at present.
## Traditional sprite fonts
These are the classic bitmap fonts included as part of the base graphics. They support only the Latin script.
These fonts can be activated in the Graphics section of the Game options window, by enabling the option "Use traditional sprite fonts".
## System fonts
These are fonts installed on your computer. OpenTTD tries to automatically detect and activate a suitable system font in case you have selected a language not supported by the default fonts. However, if this fails, you may have to set a font manually.
There are two ways to manually set system fonts, using the `font` console command or editing the openttd.cfg file.
### Using the console
Open the console. On most keyboards, this is done by pressing the key to the left of 1 (\` on most English keyboards).
The command to change a font is `font [medium|small|large|mono] [<font name>] [<size>]`.
For example, `font large "Times New Roman" 16`.
The font name should be enclosed in double quotes if it contains spaces. Note that the size provided is multiplied by the interface scaling factor.
You can reset the font and size to the defaults by providing the font name "" (a blank font name). This will result in the OpenTTD default font or sprite font (depending on the setting) if you are using a supported language, or a default font determined by your OS otherwise.
You can view the current font configuration by running the command `font` without any arguments.
For more information, run the command `help font`.
### Using openttd.cfg
In openttd.cfg, the following settings under the `[misc]` section determine the font (this is just an example):
```
small_font =
medium_font = Arial Bold
large_font = Times New Roman
mono_font =
small_size = 6
medium_size = 10
large_size = 18
mono_size = 10
```
If these settings are not present, you can add them under the `[misc]` section.
If any font names are left blank, the default font and size are used.
If you cannot find the openttd.cfg file, see [the directory structure guide](./directory_structure.md).
To aid players in scenario creation, OpenTTD's Scenario Editor can import town data from external JSON files. This enables players to use an image editing program to align town coordinates with a real-world heightmap using a map underlay, instead of guessing at the correct locations in Scenario Editor itself.
This town data consists of a JSON file storing an array of town data objects, each containing a name, location, target OpenTTD population, and whether it is marked as a city in the game.
This document describes the standard format for this JSON file and outlines a workflow for creating this data effectively.
## Table of contents
- Why load external data?
- How to use this feature
- Creating geodata
- Town data format standards
- Town data values
- Loading geodata into OpenTTD
- Tutorial: Creating town data
## Why load external data?
There are three benefits to using an image editing program to create towns instead of the OpenTTD Scenario Editor.
1. Placing towns accurately is much easier using a map underlay such as OpenStreetMap to match town locations with the corresponding heightmap.
2. Storing town data in a JSON file instead of as an OpenTTD Scenario (.scn) doesn't require choosing your NewGRF house set before placing towns.
3. Town coordinates are scaled by the map size, so you can load the data onto whatever size map you like.
## How to use this feature
### Creating geodata
Town data is a text file in the JSON format, with a list of towns, each containing a coordinate location and properties: name, population, and whether or not it should be a city in OpenTTD.
The format of this file is standardized for importing into OpenTTD and must be followed for OpenTTD to properly parse the data.
For use in OpenTTD, you will also need a matching heightmap of the terrain features, as a PNG.
#### Town data format standards
The following code sample is complete and can be used in OpenTTD.
- The list of towns is enclosed in an array marked with square brackets `[]`
- Each town is enclosed in curly braces `{}`, with a comma after each town except for the last in the list.
- The properties separated by commas except for the last.
- Property names are enclosed in double quotes `""` with a colon `:` separating it from the property value.
- The name property value is enclosed in double quotes `"London"`, while all other property values `44910`, `true`, etc., are not.
```
[
{
"name": "London",
"population": 44910,
"city": true,
"x": 0.7998046875,
"y": 0.708984375
},
{
"name": "Canterbury",
"population": 217.16,
"city": false,
"x": 0.83251953125,
"y": 0.828125
}
]
```
#### Town data values
- Population is scaled down for use in OpenTTD. It is possible to generate huge cities by using a large number, but there is a practical limit to town size. The larger the town, the longer it will take to import town data, since towns are placed at a relatively small size and then expanded until the population is greater than the player-defined target.
- X and Y coordinates are a proportion of the total map dimension, between 0 and 1. Just take the pixel coordinates of the town's location in the corresponding heightmap (more detail in the tutorial below) and divide each by the maximum value.
- For example, London is at `726, 1638` in a 1024 px by 2048 px heightmap, so `726 / 1024 = 0.7998046875` and `1638 / 2048 = 0.708984375` gives the correct coordinates for OpenTTD.
- The reason for these proportional coordinates is so the data can be used for any map size.
- 0,0 is (approximately) the very top tile in OpenTTD. You can see tile coordinates in-game with the Land Info Tool.
- In most image editing programs, 0,0 is the top-left corner of the image. You can rotate the image however you want relative to compass north to orient the map to your liking. Make sure you crop and resize the image before recording town locations.
- In OpenTTD, X and Y axis are swapped compared to most image editing programs and the standard Cartesian coordinate system. From the 0,0 origin at top left, X is the axis along the left side and Y is the axis along the right side. You can still measure X and Y coordinates in your image editing program, just swap them before importing into OpenTTD or towns won't line up with your heightmap.
### Loading geodata into OpenTTD
Using geodata to create a real-world location in OpenTTD is done in the Scenario Editor.
1. Choose the NewGRFs you want to use in the game.
2. Load the heightmap which you created in the geodata workflow. Either rotation will work, but the clockwise rotation is considered "correct" and the coordinates in the Land Info Tool will match your data; counter clockwise maps will align properly but the coordinates won't match your data.
3. In the Town Generation window, click `Load from file` and choose the .json file containing town data. The default directory to search for town data is `OpenTTD\scenario\heightmap`.
4. (Optional) Manually add industries, rivers, trees, and objects.
5. Save the game as a Scenario and exit to the main menu.
6. Load the game with Play Scenario and enjoy.
Sometimes it's not possible to place a town, such as when the heightmap is very rough and a flat tile can't be found with a 16-tile radius of the target tile. In such cases, a sign will be placed on the target tile with the name of the town. The player can then place the town manually or change the heightmap settings and try again. This fallback also helps debug errors with data creation, such as if towns end up in the ocean.
## Tutorial: Creating town data
1. Load both your heightmap and a labeled map like OpenStreetMap as layers in an image editing program. You can use a free/open-source program like QGIS to acquire, align, and export these map images, if you like.
2. Crop the image to your desired bounds, ensuring the aspect ratio is supported in OpenTTD (1:1, 1:2, 1:4, etc.).
3. Resize the image to one of OpenTTD's supported map sizes, such as 512 px by 1024 px. Some image editors let you do this part of step 2. You can always load heightmaps and town data at a reduced size, so you may want to make this larger than your intended use in case you want it later.
4. Use the labeled map layer to find the pixel coordinates of each town you'd like to include in your map. In GIMP this is displayed in the bottom left corner of the image window, and in Photoshop you need to enable the Info panel (F8) and switch to pixel units of measurement if not already.
5. Some spreadsheets including Google Sheets can export data as JSON, so you may want to record it there, to export after step 8. Or you can build the JSON file manually.
6. Adjust population numbers for OpenTTD.
7. Change coordinates from pixels to proportion (0-1) of the total dimension: `x / maximum_x` and `y / maximum_y`, as described in "Town data values" above.
8. Swap X and Y coordinates before importing to OpenTTD, since OpenTTD uses a reverse X and Y system than most image editors.
9. Save the heightmap and town data files in your `OpenTTD\scenario\heightmap` folder.
@@ -79,8 +79,8 @@ the array so you can quickly see what is used and what is not.
<tr>
<tr>
<tdrowspan="2">0</td>
<tdrowspan="2">0</td>
<tdclass="caption">ground</td>
<tdclass="caption">ground</td>
<tdclass="bits"rowspan=27><spanclass="used"title="Tile type">XXXX</span><spanclass="used"title="Presence and direction of bridge above">XX</span><spanclass="used"title="Tropic Zone: only meaningful in tropic climate. It contains the definition of the available zones">XX</span></td>
<tdclass="bits"rowspan=29><spanclass="used"title="Tile type">XXXX</span><spanclass="used"title="Presence and direction of bridge above">XX</span><spanclass="used"title="Tropic Zone: only meaningful in tropic climate. It contains the definition of the available zones">XX</span></td>
<tdclass="bits"><spanclass="used"title="Type of hedge on NE border">XXX</span><spanclass="used"title="Snow presence">X</span><spanclass="free">OOOO</span></td>
<tdclass="bits"><spanclass="used"title="Type of hedge on NE border">XXX</span><spanclass="used"title="Snow presence">X</span><spanclass="free">OOOO</span></td>
@@ -130,7 +130,7 @@ the array so you can quickly see what is used and what is not.
<tdclass="bits"><spanclass="used"title="Tile type: simple road (00), level crossing (01), road depot (10)">OO</span><spanclass="used"title="Disallow vehicles to go a specific direction">XX</span><spanclass="used"title="Road pieces">XXXX</span></td>
<tdclass="bits"><spanclass="used"title="Tile type: simple road (00), level crossing (01), road depot (10)">OO</span><spanclass="used"title="Disallow vehicles to go a specific direction">XX</span><spanclass="used"title="Road pieces">XXXX</span></td>
@@ -156,17 +156,17 @@ the array so you can quickly see what is used and what is not.
<tdclass="caption">finished house</td>
<tdclass="caption">finished house</td>
<tdclass="bits"rowspan=2><spanclass="used"title="House random bits">XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="House random bits">XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="pool"title="Town index on pool">XXXX XXXX XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="pool"title="Town index on pool">XXXX XXXX XXXX XXXX</span></td>
<tdclass="bits"><spanclass="used"title="House is complete/in construction (see m5)">1</span><spanclass="used"title="House type (m4 + m3[6])">X</span><spanclass="free">O</span><spanclass="usable"title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><spanclass="used"title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<tdclass="bits"><spanclass="used"title="House is complete/in construction (see m5)">1</span><spanclass="free">O</span><spanclass="used"title="The house is protected from the town upgrading it.">X</span><spanclass="usable"title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><spanclass="used"title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="House type (m4 + m3[6])">XXXX XXXX</span></td>
<tdclass="bits"><spanclass="used"title="Age in years, clamped at 255">XXXX XXXX</span></td>
<tdclass="bits"><spanclass="used"title="Age in years, clamped at 255">XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="abuse"title="Newhouses activated: periodic processing time remaining; if not, lift position for houses 04 and 05">XXXX XX</span><spanclass="free">OO</span></td>
<tdclass="bits"rowspan=2><spanclass="abuse"title="Newhouses activated: periodic processing time remaining; if not, lift position for houses 04 and 05">XXXX XX</span><spanclass="used"title="Animated tile state">XX</span></td>
<tdclass="bits"rowspan=2><spanclass="abuse"title="If newhouses active, m7 is the current animation frame">XXXX</span><spanclass="abuse"title="If newhouses active, m7 is the current animantion frame; if not, lift behaviour for houses 04 and 05">XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="abuse"title="If newhouses active, m7 is the current animation frame">XXXX</span><spanclass="abuse"title="If newhouses active, m7 is the current animantion frame; if not, lift behaviour for houses 04 and 05">XXXX</span></td>
<tdclass="bits"><spanclass="used"title="House is complete/in construction (see m5)">O</span><spanclass="used"title="House type (m4 + m3[6])">X</span><spanclass="free">O</span><spanclass="usable"title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><spanclass="used"title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<tdclass="bits"><spanclass="used"title="House is complete/in construction (see m5)">O</span><spanclass="used"title="House type (m4 + m3[6])">X</span><spanclass="used"title="The house is protected from the town upgrading it.">X</span><spanclass="usable"title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><spanclass="used"title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="Random bits">XXXX</span><spanclass="free">O</span><spanclass="used"title="May have pylons">X</span><spanclass="used"title="May have wires">X</span><spanclass="used"title="Tile is blocked">X</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="Custom station specifications ID">XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="Custom station specifications ID">XXXX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="used"title="May have pylons">X</span><spanclass="used"title="May have wires">X</span><spanclass="used"title="Station type">XXX</span><spanclass="used"title="Reserved track">X</span><spanclass="free">O</span><spanclass="used"title="Tile is blocked">X</span></td>
@@ -199,12 +199,17 @@ the array so you can quickly see what is used and what is not.
<tr>
<tr>
<tdclass="caption">road stop</td>
<tdclass="caption">road stop</td>
<tdclass="bits"><spanclass="used"title="Owner of tram">XXXX</span><spanclass="free">OOOO</span></td>
<tdclass="bits"><spanclass="used"title="Owner of tram">XXXX</span><spanclass="free">OOOO</span></td>
<tdclass="bits"><spanclass="free">OO</span><spanclass="used"title="Roadtype for road stop">XX XXXX</span></td>
<tdclass="bits"rowspan=2><spanclass="free">OO</span><spanclass="used"title="Roadtype for road stop">XX XXXX</span></td>
<tdclass="bits"><spanclass="usable"title="Graphics index">OOOO O</span><spanclass="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>
<tdclass="bits"rowspan=2><spanclass="usable"title="Graphics index">OOOO O</span><spanclass="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>
@@ -8,10 +8,10 @@ This guide is for OpenTTD developers/maintainers, to release a new version of Op
* 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).
* 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 the version in `CMakeLists.txt` in the master branch, heading for the next major release, e.g. from 14.0 to 15.0.
* Update the version in `CMakeLists.txt` in the master branch, heading for the next major release, e.g. from 14.0 to 15.0.
* Add a new (empty) AI compatibility script in `bin/ai/`
* Add the new version to `ApiVersions` in `src/ai/ai_info.hpp` and `src/game/game_info.hpp`.
* Add the new version to CheckAPIVersion in `src/ai/ai_info.cpp` and `src/game/game_info.cpp`
* Add the new version to `src/script/api/ai_changelog.hpp` and `src/script/api/game_changelog.hpp`.
*Add the new version to `src/script/api/ai_changelog.hpp` and `src/script/api/game_changelog.hpp`
*Update the version of regression in `bin/ai/regression/regression_info.nut`.
*Update the version of regression in `bin/ai/regression/regression_info.nut`
*Add a new (empty) AI compatibility script in `bin/ai/` and `bin/game/` for the version of the branch.
* Add a note to `src/saveload/saveload.h` about which savegame version is used in the branch.
* 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
* 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
@@ -20,7 +20,7 @@ This guide is for OpenTTD developers/maintainers, to release a new version of Op
## Step 1: Prepare changelog documentation
## Step 1: Prepare changelog documentation
1. Update the [changelog](../changelog.txt) with new changes since the last release.
1. Update the [changelog](../changelog.md) with new changes since the last release.
* Changelog entries are typically PR titles, but can be edited to be more helpful without context.
* 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).
* 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.
* Order the entries by importance: `Feature > Add > Change > Fix`, then numerically by PR number.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
//
-1 * 0 0C "OpenTTD GUI graphics"
-1 * 0 0C "OpenTTD GUI graphics"
-1 * 3 05 15 \b 191 // OPENTTD_SPRITE_COUNT
-1 * 3 05 15 \b 192 // OPENTTD_SPRITE_COUNT
-1 sprites/openttdgui.png 8bpp 66 8 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 66 8 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 146 8 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 146 8 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 226 8 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 226 8 64 31 -31 7 normal
@@ -196,3 +196,4 @@
-1 sprites/openttdgui.png 8bpp 567 440 12 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 567 440 12 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 581 440 10 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 581 440 10 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 593 440 10 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 593 440 10 10 0 0 normal
-1 sprites/openttdgui.png 8bpp 605 440 8 10 0 0 normal
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Overlay rocks"
-1 * 3 05 1A 5F
// Plain overlay rocks (unused...)
-1 sprites/overlay_rocks.png 8bpp 1 1 64 31 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 81 1 64 31 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 161 1 64 23 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 241 1 64 23 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 321 1 64 31 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 401 1 64 31 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 481 1 64 23 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 561 1 64 23 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 641 1 64 39 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 721 1 64 39 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 801 1 64 31 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 881 1 64 31 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 961 1 64 39 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 1041 1 64 39 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 1121 1 64 31 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 1201 1 64 47 -31 -16 normal
-1 sprites/overlay_rocks.png 8bpp 1281 1 64 15 -31 0 normal
-1 sprites/overlay_rocks.png 8bpp 1361 1 64 31 -31 -8 normal
-1 sprites/overlay_rocks.png 8bpp 1441 1 64 31 -31 -8 normal
// Snowy rocks level 0
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 81 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 161 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 241 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 321 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 401 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 481 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 561 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 641 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 721 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 801 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 881 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 961 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1041 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1121 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1201 1 64 47 -31 -16 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1281 1 64 15 -31 0 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1361 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_1.png 8bpp 1441 1 64 31 -31 -8 normal
// Snowy rocks level 1
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 81 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 161 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 241 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 321 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 401 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 481 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 561 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 641 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 721 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 801 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 881 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 961 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1041 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1121 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1201 1 64 47 -31 -16 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1281 1 64 15 -31 0 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1361 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_2.png 8bpp 1441 1 64 31 -31 -8 normal
// Snowy rocks level 2
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 81 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 161 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 241 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 321 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 401 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 481 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 561 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 641 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 721 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 801 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 881 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 961 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1041 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1121 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1201 1 64 47 -31 -16 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1281 1 64 15 -31 0 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1361 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_3.png 8bpp 1441 1 64 31 -31 -8 normal
// Snowy rocks level 4
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 81 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 161 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 241 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 321 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 401 1 64 31 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 481 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 561 1 64 23 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 641 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 721 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 801 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 881 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 961 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1041 1 64 39 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1121 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1201 1 64 47 -31 -16 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1281 1 64 15 -31 0 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1361 1 64 31 -31 -8 normal
-1 sprites/overlay_snowy_rocks_4.png 8bpp 1441 1 64 31 -31 -8 normal
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.