Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined.
By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time.
This fixes part A of #7619, but not part B.
Vehicle::x_pos and Vehicle::y_pos are not required to be within the map bounds.
See also: GetTileHeightBelowAircraft()
On TileLoop_Object, HQs are able to produce and move passengers and mail to stations, but querying the HQ tiles for cargo supplied was returning nothing. This makes it so that they return +1 to both passengers and mail.
Previously, a helicopter in the hangar of a commuter airport would have to wait until HELIPAD2 was free before it could takeoff. Now, a helicopter in the hangar can takeoff from just outside the hangar.
This function requires libSDL 2.0.5 or higher. It looks like we don't
need to use it, and can just use the original SDL_CreateRGBSurface(),
with the masks set to 0, to trigger the default 8-bit format, which is
SDL_PIXELFORMAT_INDEX8.
Closes #7785
Note: this code path is activated by using an 8-bit blitter, like:
./bin/openttd -b 8bpp-simple
This is a quick fix by @KeldorKatarn:
65e656b9d6
It has the drawback that snow is draw to the inside the depots as well, as the removed comment suggests.
Prior to this commit, the following is observed when running openttd.exe
that was compiled using mingw32 on x86_64:
> The procedure entry point ScriptBreak could not be located in the
dynamic link library GDI32.dll
The MSDN docs at the below link state that modules using Uniscribe must
first link against usp10 before gdi32 to avoid this issue:
https://msdn.microsoft.com/en-us/library/windows/desktop/dd319118(v=vs.85).aspx
Signed-off-by: Joe Stringer <joe@wand.net.nz>
Fixes the following complaints:
src/network/core/address.cpp: In member function 'const sockaddr_storage* NetworkAddress::GetAddress()':
src/network/core/address.cpp:134:55: error: 'AI_ADDRCONFIG' was not declared in this scope
this->Resolve(this->address.ss_family, SOCK_STREAM, AI_ADDRCONFIG, nullptr, ResolveLoopProc);
Signed-off-by: Joe Stringer <joe@wand.net.nz>
src/depend/depend.cpp: In constructor 'File::File(const char*)':
src/depend/depend.cpp:170:19: error: 'strdup' was not declared in this scope
this->dirname = strdup(filename);
^~~~~~
Signed-off-by: Joe Stringer <joe@wand.net.nz>
Fix the following compile errors:
In file included from openttd/src/debug.h:15:0,
from openttd/src/string.cpp:13:
openttd/src/cpu.h:35:19: error: 'uint' was not declared in this scope
bool HasCPUIDFlag(uint type, uint index, uint bit);
openttd/src/string.cpp: In function 'char* strcasestr(const char*, const char*)':
openttd/src/string.cpp:548:7: error: 'strncasecmp' was not declared in this scope
if (strncasecmp(haystack, needle, needle_len) == 0) return const_cast<char *>(haystack);
openttd/src/strgen/strgen_base.cpp: In function 'void EmitPlural(Buffer*, char*, int)':
openttd/src/core/alloc_func.hpp:136:6: error: 'alloca' was not declared in this scope
(T*)alloca((num_elements) * sizeof(T)))
Signed-off-by: Joe Stringer <joe@wand.net.nz>
Multiplayer games has the server add some flags to the cmd value during the handling.
These flags should not be included in the verification, mask them out. Without this
masking out, scripts tend to die when executing their first command in multiplayer.
If $ROOT_DIR is a linked working tree from git-worktree(1), then
$ROOT_DIR/.git is a regular file instead of a directory. Allow this
when deciding whether to use git to detect OpenTTD's version.
Drop checks for svn and hg in config.lib, because findversion.sh
hasn't used svn nor hg since 192770e6da.
The AllRules ruleset causes the VS 2019 editor to litter warning squiggles all over the place, about things that would never be fixed. Limit it to the smallest ruleset available. Warnings shown now mainly concern potential arithmetic overflows.
The 'offs_start_map' is a 'SmallMap', so its own 'Erase' function should be called instead of the underlying vector's 'erase' function.
And fix a "typo". :)
Building with FreeType is still possible and will take precedence over the GDI renderer, but
the project files don't include FreeType anymore by default. Combining GDI rendering with ICU
text layout is untested.
This can avoid out-of-memory situations due to single scripts using up the entire address space.
Instead, scripts that go above the maximum are killed.
The maximum is default 1 GB per script, but can be configured by a setting.
When drag and drop a vehicle into an empty slot in the vehicle group window it tries to create the new group as the subgroup of the first group (GroupID = 0). This is failing if the dragged vehicle's type is different than the first group's vehicle type.
Road type and rail type are stored in separate locations, so this parameter does
not make make sense as it is only used for rail bridges. Instead explicitly set the
rail type in MakeRailBridgeRamp().
AIs test station catchment in reverse to how players see station catchment.
This did not take account of non-rectangular station catchment areas, so AIs
could end up placing stations in locations that did not accept/deliver cargo.
In particular this crash can be observed when using the
bootstrap GUI to download the base graphics.
In ClientNetworkContentSocketHandler::OnReceiveContentInfo
ClientNetworkContentSocketHandler::callbacks is iterated, using an iterator
cb->OnReceiveContentInfo() is called (cb is of type BootstrapAskForDownloadWindow)
This calls new BootstrapContentDownloadStatusWindow()
This inherits from BaseNetworkContentDownloadStatusWindow
The constructor of which calls _network_content_client.AddCallback(this)
This reallocates the std::vector which is being iterated in ClientNetworkContentSocketHandler::OnReceiveContentInfo
This results in iter being invalid, and an assertion failure occurs shortly
afterwards due to its use in the next iteration of cb->OnReceiveContentInfo()
Adjust all locations where ClientNetworkContentSocketHandler::callbacks
is iterated to avoid problematic behaviour
The last use was for storing a list of memory blocks. As the way these lists are accessed is very
specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour.
DropDownListItem are strongly managed using std::unique_ptr to ensure leak-free handling. Appropriate use
of move-semantics make intent a lot clearer than parameter comments and allows the compiler to generate
copy-free code for most situations.
A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
It is skipped when NPF is in use.
It is trivial to work around by adding and removing dummy orders.
It is mostly alleviated by the ship path cache in YAPF.
In the autoreplace window, the rail type drop down is for choosing engines
of the given time. Many rail types do not have engines specifically designed for them,
and are merely compatible with other rail types. This list is thus unwieldy and many
options have no engines available.
As this drop down is for choosing _engine_ rail type rather than compatible rail types,
we can list just the rail types explicitly listed by engines.
Linkgraph nodes require a specific order that was maintained by swapping just the last
element for the node to be removed. std::vector::erase() changed this to removing the
node is then shuffling the remain items down, which upsets other references to this
indices.
This is fixed by switching back to the original swap & pop method.
Display of industry production around tiles (as shown when placing a station)
did not take account of the station catchment changes, so still showed production
from an industry even if it was not covered by a tile.
This is fixed by making a set of nearby industries that are covered, instead of
looping over all possible industries.
finnish: 2 changes by hpiirai
english (us): 17 changes by Supercheese
luxembourgish: 10 changes by Phreeze
dutch: 20 changes by JanWillem
norwegian (bokmal): 2 changes by Leifbk
latin: 16 changes by Supercheese
portuguese: 3 changes by JayCity
The use of std::none_of in network/core/host.cpp is driven by the non-const
comparison operator use by NetworkAddress. A future commit should address
the const_casts in that class to ensure const-correctness.
The public and protected interface to SmallVector are unchanged
SmallVector now requires that items be default constructible
This isn't an issue since some contained items were previously created
uninitialized.
Temporary default constructors are added to the following structs
- SmallPair
- SmallStackItem
- GRFPresence
Where vector<bool> is required, transition immediately to std::vector
to avoid returning proxy object references.
Sign width was only updated when the text was changed. This seems to work for player-placed
signs as there is always a rename operation, however AIs can create a sign with text in one
go, in which case the width was never set.
finnish: 12 changes by hpiirai
greek: 40 changes by Jubilee
luxembourgish: 2 changes by Phreeze
dutch: 12 changes by JanWillem
french: 4 changes by romazoon
norwegian (bokmal): 12 changes by Leifbk
hungarian: 14 changes by Brumi
portuguese: 51 changes by JayCity, 11 changes by vesgo
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.
Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
Measurement tooltip was auto-closed as the hover/right-click test for tooltips was not
satisfied in this case. This is fixed by keeping the tooltip visible and instead explicitly
closing the tooltip when the PlaceObject is cancelled/completed.
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.
Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.
Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.
By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.
Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
GetAircraftFlightLevel<Aircraft> is only used in static functions
inside aircraft_cmd.cpp. With GCC, Clang and MSVC this is not an
issue, but on ICC fails linking, because it doesn't find this
version of this template. Possibly these two pieces of information
are linked.
Explicit defining the function fixes the issue.
It is only an error if the invalid result is actually used. This will be silently ignored at the moment.
It is still an error if a duplicate cargo type is returned.
Currently this can only be triggered by NewGRF house tiles querying for cargo acceptance history
of nearby stations (var 0x64) with a tile offset, and providing an offset that happens to point
to an industry tile. This serves no useful purpose.
_current_company is not currently logged anywhere in the crashlog.
_local_company is logged, despite being much less useful than
_current_company.
This change logs _current_company alongside _local_company.
If it was compiled with MingW, both / and \ were accepted as
path separator. On MSVC, only \ was. This is an unexpected
difference between binaries for the same platform. Remove this
discrepancy by accepting both / and \ on all platforms.
config.lib happens to set GLOBAL_DATA_DIR in case it is not DOS
and not OS2, but this kind of deduction is annoying to maintain.
It is better to just check if the define you want to use is set,
and leave it to config.lib to set it or not depending on the OS.
By naming it in a different way, things get a bit confusing.
Especially if we are switching to CMake, which autodetects these
things, we need to use the name the authors of ICU gave it; not
our interpertation of that name.
By naming it in a different way, things get a bit confusing.
Especially if we are switching to CMake, which autodetects these
things, we need to use the name the authors of ICU gave it; not
our interpertation of that name.
It is the only library we use that calls itself with 'lib' in the
name. This might be confusing, but with the arrival of cmake a lot
of these things are automated. And detection will find 'liblzma',
not 'lzma', like with 'lzo', 'zlib', ..
This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.
"Company stations can serve industries with attached neutral stations"
When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.
When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
libtimidity was introduced with the support for PSP. PSP has been
dropped almost a year ago, but this music driver was not. This
corrects that oversight.
timidity (via extmidi) still works fine. This purely removes the
libtimidity support, which was only really available for PSP.
In 10 years there is no commit to change how BeOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).
With the arrival of SDL2 (and removal of SDL), BeOS is no longer
support. SDL2 suggests to use Haiku instead of BeOS.
In 10 years there is no commit to change how MorphOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).
With the arrival of SDL2 (and removal of SDL), MorphOS is no longer
support. There is an SDL2 port for MorphOS, but it is not maintained
by upstream SDL2, and nobody can currently test it out.
If anyone wants to re-add MorphOS, please do (revert this patch,
fix the problems, and create a Pull Request). If you need any help
doing so, let us know! It is not that we don't like MorphOS, it is
that we don't have anyone fixing the problems :(
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.
The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.
The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.
Existing savegames will use the original algorithm, while new games will default to the new algorithm.
finnish: 39 changes by hpiirai
french: 4 changes by glx
hungarian: 4 changes by Brumi
russian: 3 changes by Lone_Wolf
korean: 20 changes by telk5093
croatian: 5 changes by VoyagerOne
This only affects failed town generation, as towns do not delete bridges under any other circumstances.
The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.
If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
Group names are visual identifiers, and do not need to be unique.
Group sorting already falls back to group ID if names are the same, so that sorted
list position is stable.
When replacing an airport with another, cancel current orders of type 'go to depot' from aircraft still heading to it if the rebuilt airport doesn't have a hangar (helicopter vs heliport), or if the airplane can't land on the rebuilt airport (airplane vs helistation).
Removes 'go to hangar' orders from all aircraft when replacing an airport with hangar with another without hangar (heliport).
OpenTTD sources are still written in a way to work down to OSX 10.4 or so, as long as you can obtain a C++11 capable compiler. 10.9 is the minimal useful C++11 target using only Apple stuff out-of-the-box.
This is not an exact fix as previously, the wait time was speed/acceleration dependant. This simple fix ignores that and just makes the 'days' from the settings comment to be actually days.
Previously, if a train had been ordered to reverse, and while it was slowing down, was
ordered to travel to a depot that is behind it, the train would continue forwards.
Also when a train had been ordered to reverse, and while it was slowing down, was
ordered to travel to a depot that is in front of it, the train would not cancel the
reversal.
In both cases the train would travel away from the target depot.
Trains in this situation now behave correctly and will travel towards the depot.
When unpacking downloaded content, the downloaded .gz file was being opened with `fopen`, the OS file handle given to zlib, and then afterwards zlib told to close the file.
But the `FILE *` object was never closed with `fclose`, meaning the stdio library would have a hanging file object, whose file handle was now invalid or referred to a different file. This caused asserts during shutdown with Microsoft's C library in debug mode.
Fix this by properly duplicating the OS handle and `fclose`ing the `FILE *` object, before giving the handle to zlib.
croatian: 4 changes by VoyagerOne
korean: 4 changes by telk5093
russian: 2 changes by Lone_Wolf
german: 4 changes by smwforever45, 4 changes by ShadowCop
spanish (mexican): 2 changes by Absay
portuguese: 52 changes by vesgo
finnish: 3 changes by hpiirai
dutch: 238 changes by JanWillem
estonian: 1 change by rm87
Allow multiple AIs to possibly start in the same tick.
start_date = 0 becomes a special case, where random deviation does not occur.
If start_date was not already 0, then a minimum value of 1 must apply.
Simplify how list position is determined by using existing functions.
Also rename livery_height -> rows and SetLiveryHeight() -> SetRows(), as height implies pixels.
swedish: 36 changes by Joel_A
spanish: 3 changes by SilverSurferZzZ
russian: 2 changes by Lone_Wolf
romanian: 18 changes by kneekoo
portuguese: 37 changes by vesgo
* Change: Replace checkbox in livery selection window with Default option in drop down selection.
This reduces clutter in the UI and allows for primary/secondary colours to independently follow the default scheme if desired.
* Feature: Add vehicle group liveries.
Many of these town names were using the 'a with ~ above it' character,
which should actually by 'a with u above it'. There were other missing
accents as well which I've added.
With language set to German, there was a problem in this dialog box due
to the long strings in this language. It looks like the call to
`GetStringHeight()` here is using `r.top` to help calculate the
max width, rather than `r.left`.
Use an implementation of the Cohen-Sutherland line-clipping algorithm.
The previous algorithm had an excessive false-positive rate.
Line-rendering is sufficiently expensive that using a line-clipping
algorithm with a much lower false-positive rate is a net performance
benefit.
belarusian: 1 change by translators
norwegian (nynorsk): 1 change by translators
chinese (simplified): 1 change by translators
serbian: 1 change by translators
czech: 1 change by translators
esperanto: 1 change by translators
chinese (traditional): 1 change by translators
portuguese (brazilian): 1 change by translators
norwegian (bokmal): 1 change by translators
swedish: 1 change by translators
lithuanian: 1 change by translators
hebrew: 1 change by translators
croatian: 1 change by translators
bulgarian: 1 change by translators
catalan: 1 change by translators
afrikaans: 1 change by translators
vietnamese: 1 change by translators
slovenian: 1 change by translators
faroese: 1 change by translators
thai: 1 change by translators
frisian: 1 change by translators
scottish gaelic: 1 change by translators
persian: 1 change by translators
korean: 1 change by translators
greek: 1 change by translators
latin: 1 change by translators
welsh: 1 change by translators
galician: 1 change by translators
japanese: 1 change by translators
english (au): 1 change by translators
italian: 6 changes by lorenzodv, 1 change by translators
urdu: 1 change by translators
french: 7 changes by glx
malay: 1 change by translators
tamil: 1 change by translators
spanish: 4 changes by SilverSurferZzZ, 1 change by translators
slovak: 1 change by translators
basque: 1 change by translators
polish: 1 change by translators
indonesian: 1 change by translators
arabic (egypt): 1 change by translators
russian: 2 changes by Lone_Wolf, 1 change by translators
hungarian: 1 change by translators
luxembourgish: 1 change by translators
romanian: 1 change by translators
irish: 1 change by translators
latvian: 1 change by translators
german: 1 change by translators
danish: 1 change by translators
spanish (mexican): 7 changes by Absay
icelandic: 1 change by translators
english (us): 1 change by translators
turkish: 1 change by translators
portuguese: 1 change by translators
ukrainian: 1 change by translators
finnish: 1 change by translators
dutch: 1 change by translators
estonian: 1 change by translators
When manually skipping to a 'go to hangar' order in the order list, while the aircraft is flying, direct the aircraft to the correct location of the hangar.
I've replaced some of the duplicate real town names with new real town
names in the French and Slovak sets.
Also, some Slovak town names were missing accents, so I've fixed those.
Stale bot checks if an issue hasn't had any attention in the last
60 days, or if a pull request hasn't had any attention in the last
30 days. If so, it marks it as stale. After 7 more days, it closes
the issue/pull request. Any activity on the issue/pull request
resets the timer.
This helps keeping the counter low, and the work manageable. There
is a lot of reasoning behind this idea, and other projects show it
really helps to keep the issue/pull request count low.
More information here: https://github.com/probot/stale
This is remove per-pixel overheads due to use of the SetPixel virtual
method.
These overheads included:
* expensive virtual method call which prevents inlining
* palette lookup for every pixel
* branch on whether palette animation is enabled on every pixel
Regenerate project files.
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units.
Change the window to use a dynamically generated string of cargoes,
instead of one of a few fixed-length lists. With up to 16 cargoes
on each list, having 16 with the only difference how many are listed
seems like a bad maintenance idea.
This release pipeline creates all the official release binaries,
and publishes them as artifacts. Currently it can only produce
nightlies and custom builds; stable/testing release binaries are
untested.
This commit also splits up the pipeline in small bits, to both
improve readability, and to share code with the CI pipeline where
possible.
It turns out that Azure Pipelines has a lot of issues downloading
an artifact from your own project if it is triggered from a fork.
From what I could deduce, this is because the API requires a valid
token, which is not set (correctly?) when triggered from a fork.
As it is nicer anyway to publish the Windows Dependencies on GitHub,
it is now published there (and updated at least every week), and
we use the files from GitHub as our dependency.
Converted "tabs" to "spaces", changed the order based on the numbering of bugs, made that lines end closer to the 80th character column, changed "Mac OS X" to "macOS", and several other less important changes.
Fix by checking only for stations owned by the current company when
inspecting if there are multiple adjoining stations to the one being built.
When building next to 2 or more owned stations we don't know which
station should be extended. For other companies' stations that's not a
problem since our station won't merge with theirs anyway.
Calling to BuildStationPart should never have another company's station
as a parameter to attach to unless the client is malicious, so just returning
a generic error in that case.
Microsoft Visual C++ 2015 Update 3 (and possibly other versions) consider a struct member undefined in a
static_assert in the struct body. Moving the static_assert to a member function solves the issue.
When zooming out with a high res display, there can be about 150k sprites
to be sorted before displaying. With the O(n^2) complexity of the sprite
sorter, this can take several seconds.
This patch works around this by sorting the sprites by the xmin coordinate
first using QSort, which later allows an early bailout out of the inner
loop. This is enough to cut down the full unzoom time on a 4k display to a
fraction of second.
These meddling kids dared to play with magic, but the ancients texts
weren't ready for that.
Refactors logic to estimate costs that dated to even before OpenTTD 0.1;
Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
This is necessary to be compatible with some Game Scripts that might trigger compatibility modes if the SVN revision part is wrong. Potentially some NewGRFs might also be affected.
See for example [SuperLib's Helper class](https://dev.openttdcoop.org/projects/superlib/repository/entry/helper.nut#L280), containing this function:
function _SuperLib_Helper::HasWorldGenBug()
{
local version = _SuperLib_Helper.GetOpenTTDVersion();
if (version.Major == 0 || (version.Major == 1 && version.Minor <= 3)) {
return version.Revision < 25339;
} else {
return version.Revision < 25305;
}
}
If this function sees a Revision value of zero, it might trigger a workaround not required, causing a regression in scripts dependent on this. The MinimalGS example, for one, will trigger this.
This is to improve the usability of the window.
The two-letter abbreviations are not always clear, in particular
when using a large number of cargoes.
The company colours can be ambiguous when there are a large
number of companies.
Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.
- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
Select foreground colour depending on the brightness of the background.
Previously all cargo labels were rendered using black text, even
the background cargo colour was dark/black.
As an example: FIRS coal was black text on a black background.
Changed HTTP links to HTTPS, fixed some links to articles on OpenTTD Wiki, added Windows 10 and 8.1 to info section about path structure in these OSes, removed some
unnecessary whitespaces (and added several others), and some other less important changes.
Strictly speaking, calling memcpy with src as a nullptr is undefined behaviour
and the optimiser is entitled to delete any null ptr checks which occur afterwards.
This removes the warning emitted by UndefinedBehaviorSantizer.
Uniscribe is sometimes producing different results compared to ICU, especially
when RTL and LTR content is mixed. Comparing the results to other programs
(like editors or web browsers) leads me to believe that the result are at least
not worse than ICU and possibly better.
For Bus and Road stations only, if you are in demolish mode and click on the station
without releasing the button. Then you cancel demolish mode with R key.
Finally you release the mouse button. The station was demolished, instead of being built.
The demolish mode was not checked when mouse up event occured.
The array is rail type sized in terms of number of elements.
Each element should be a unsigned integer, not a rail type itself.
This fixes runtime warnings reported by UndefinedBehaviorSanitizer.
* Codechange: Check for scrollwheel_scrolling first when scrolling viewport instead of first setting normal values and then overwriting them.
* Fix #6558: [OSX] Reset 2D scrolling values when not scrolling to prevent unintended window focus changes
* Change: [OSX] Include initial scrolling movement when using 2D scrolling to make it more responsive
* Fix: [OSX] 2D scrolling not working when setting viewport scroll behaviour to use left mouse button
Create a new blitter mode: 32bpp-sse2-anim, which is 32bpp-anim + this.
32bpp-sse2-anim is now used by default where 32bpp-anim would have been.
Also use this with the 32bpp-sse4-anim blitter.
See issue #6469.
Some songs (at least one in OpenMSX) use the MIDI pitch bend range controllers
but don't reset these at the end. This causes all subsequent songs to sound
wrong.
MCI MIDI is poorly supported on newer versions of Windows and can cause large
delays at the beginning of tracks.
The new driver is based on a from-scratch reader for Standard MIDI Files. This
should be re-usable in other music drivers too, and can allow for finer control
of playback in general.
It also provides a better framework for reading MIDI data from other formats
than just SMF.
Tested with various languages and GUI font sizes, should look good everywhere.
Also clamps near-end values to minimum and maximum so 0 and 127 are possible to achieve even on small GUI sizes (like the default.)
We do a memset of (byte - byte), which strictly seen ranges from -254 .. 255, for which GCC warns.
But just before this memset is an if() which says the first byte has to be bigger than the second.
So this is a bogus warning.
- nvar=0 is meant to return the calculated result.
- Missing references resolve to NULL and got identified with the default result.
- Missing 'break' broke overlapping cases.
- Splitting into non-overlapping cases could result in more than 256 cases.
-Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shard triggers. This also includes multiple RA2 in the same A123 chain.
-Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry.
FreeTrainTrackReservation is always called with INVALID_TILE
and INVALID_TRACKDIR as second and third arguments, so remove
them and just use those constants instead. (cirdan)
Code dealing with freeing and restoring track reservations is
duplicated in CmdBuildRailStation and RemoveFromRailBaseStation;
make separate functions for it. (cirdan)
ShipGetNewDirection has no side effects and its return value
is ignored by its only caller, so do away with it.
Also remove now unused _new_vehicle_direction_table. (cirdan)
Industry-sets that have no stockpiling get better control over the displayed accepted cargo information.
- result 0401 only prints the accepted cargo
- results 0800-0BFF prints the accepted cargo and a string (but not the amount)
openttd.grf is now always loaded and provides all extra graphics in case the (possibly outdated) baseset does not.
orig_extra.grf contains graphics specific to the original baseset only.
-Codechange: Remove LAST_GRF_SLOT and MAX_NEWGRFS. Now NETWORK_MAX_GRF_COUNT is the only constant to specify the maximum number of non-static NewGRF.
-Codechange: Increase the number of file slots, effectively increasing the maximum number of static NewGRF and baseset GRFs.
serbian: 86 changes by stravagante
catalan: 77 changes by juanjo
german: 1 change by mini1025
russian: 1 change by Lone_Wolf
latin: 1 change by Supercheese
german: 8 changes by translators, 2 changes by frosch
arabic (egypt): 36 changes by translators
afrikaans: 4 changes by translators
hungarian: 1 change by translators
english (us): 1 change by translators
frisian: 2 changes by translators
norwegian (bokmal): 5 changes by translators
norwegian (nynorsk): 1 change by translators
lithuanian: 5 changes by translators
slovenian: 4 changes by translators
russian: 1 change by translators
ukrainian: 2 changes by translators
welsh: 3 changes by translators
french: 5 changes by glx
english (au): 1 change by translators
irish: 1 change by translators
tamil: 1 change by translators
belarusian: 2 changes by translators
bulgarian: 1 change by translators
italian: 1 change by translators
scottish gaelic: 1 change by translators
romanian: 2 changes by translators
urdu: 5 changes by translators
turkish: 11 changes by translators
portuguese: 1 change by translators
latvian: 2 changes by translators
esperanto: 1 change by translators
dutch: 3 changes by translators
serbian: 1 change by translators
spanish: 1 change by translators
czech: 4 changes by translators
indonesian: 2 changes by translators
latin: 1 change by translators
catalan: 2 changes by translators
hebrew: 9 changes by translators
greek: 5 changes by translators
polish: 1 change by translators
chinese (traditional): 1 change by translators
slovak: 1 change by translators
icelandic: 2 changes by translators
portuguese (brazilian): 4 changes by translators
danish: 2 changes by translators
vietnamese: 6 changes by translators
malay: 2 changes by translators
galician: 4 changes by translators
croatian: 1 change by translators
korean: 4 changes by translators
finnish: 1 change by translators
chinese (simplified): 1 change by translators
estonian: 3 changes by translators
persian: 4 changes by translators
thai: 6 changes by translators
swedish: 1 change by translators
luxembourgish: 3 changes by translators
japanese: 5 changes by translators
basque: 2 changes by translators
Open the relevant project file and it should build automatically.
- VS 2015: projects/openttd_vs140.sln
- VS 2017: projects/openttd_vs141.sln
- VS 2019: projects/openttd_vs142.sln
Set the build mode to `Release` in
`Build > Configuration manager > Active solution configuration`.
You can now compile.
If everything works well the binary should be in `objs\Win[32|64]\Release\openttd.exe`
and in `bin\openttd.exe`
The OpenTTD wiki may provide additional help with [compiling for Windows](https://wiki.openttd.org/Compiling_on_Windows_using_Microsoft_Visual_C%2B%2B_2015).
You can also build OpenTTD with MSYS2/MinGW-w64 or Cygwin/MinGW using the Makefile. The OpenTTD wiki may provide additional help with [MSYS2](https://wiki.openttd.org/Compiling_on_Windows_using_MSYS2)
## Linux, Unix, Solaris:
OpenTTD can be built with GNU '`make`'. On non-GNU systems it is called '`gmake`'.
However, for the first build one has to do a '`./configure`' first.
The OpenTTD wiki may provide additional help with:
- [compiling for Linux and *BSD](https://wiki.openttd.org/Compiling_on_%28GNU/%29Linux_and_*BSD)
- [compiling for Solaris](https://wiki.openttd.org/Compiling_on_Solaris)
## macOS:
Use '`make`' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a '`./configure`' first.
To make a universal binary type '`./configure --enable-universal`'
instead of '`./configure`'.
The OpenTTD wiki may provide additional help with [compiling for macOS](https://wiki.openttd.org/Compiling_on_Mac_OS_X).
## Haiku:
Use '`make`', but do a '`./configure`' before the first build.
The OpenTTD wiki may provide additional help with [compiling for Haiku](https://wiki.openttd.org/Compiling_on_Haiku).
## OS/2:
A comprehensive GNU build environment is required to build the OS/2 version.
The OpenTTD wiki may provide additional help with [compiling for OS/2](https://wiki.openttd.org/Compiling_on_OS/2).
## Supported compilers
The following compilers are tested with and known to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2015, 2017 and 2019.
- GNU Compiler Collection (GCC) 4.8 - 9.
- Clang/LLVM 3.9 - 8
The following compilers are known not to compile OpenTTD:
In general, this is because these old versions do not (fully) support modern
C++11 language features.
- Microsoft Visual C++ (MSVC) 2013 and earlier.
- GNU Compiler Collection (GCC) 4.7 and earlier.
- Clang/LLVM 3.8 and earlier.
If any of these, or any other, compilers can compile OpenTTD, let us know.
Pull requests to support more compilers are welcome.
## Compilation of base sets
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at https://www.openttd.org/download-grfcodec.
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using '`make maintainer-clean`'.
Re-compilation of the base sets, thus also use of '`--maintainer-clean`' can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option '`--without-grfcodec`' to avoid
modification of the base set files by the build process.
Looking to contribute something to OpenTTD? **Here's how you can help.**
Please take a moment to review this document in order to make the contribution process easy and effective for everyone involved.
Following these guidelines helps to communicate that you respect the time of the developers managing and developing this open source project.
In return, they should reciprocate that respect in addressing your issue or assessing patches and features.
## Using the issue tracker
The [issue tracker](https://github.com/OpenTTD/OpenTTD/issues) is the preferred channel for [bug reports](#bug-reports), but please respect the following restrictions:
* Please **do not** use the issue tracker for help playing or using OpenTTD.
Please try [irc](https://wiki.openttd.org/IRC_channel), or the [forums](https://www.tt-forums.net/)
* Please **do not** derail or troll issues. Keep the discussion on topic and respect the opinions of others.
* Please **do not** post comments consisting solely of "+1" or ":thumbsup:".
Use [GitHub's "reactions" feature](https://github.com/blog/2119-add-reactions-to-pull-requests-issues-and-comments) instead.
We reserve the right to delete comments which violate this rule.
* Please **do not** open issues or pull requests regarding add-on content in NewGRF, GameScripts, AIs, etc.
These are created by third-parties. Please try [irc](https://wiki.openttd.org/IRC_channel) or the [forums](https://www.tt-forums.net/) to discuss these.
## Bug reports
A bug is a _demonstrable problem_ that is caused by the code in the repository.
Good bug reports are extremely helpful, so thanks!
Guidelines for bug reports:
0. Please don't report issues with games where you changed NewGRFs.
1. Please don't report issues with modified versions of OpenTTD (patchpacks and similar).
2.**Use the GitHub issue search** --- check if the issue has already been
reported.
3.**Check if the issue has been fixed** --- try to reproduce it using the latest `nightly` build of OpenTTD, available from https://www.openttd.org
4.**Isolate the problem** --- ideally create reproduceable steps with an attached savegame and screenshots. Try to use few or no NewGRFs, AIs etc if possible.
A good bug report shouldn't leave others needing to chase you up for more information.
Please try to be as detailed as possible in your report.
* What is your environment?
* What steps will reproduce the issue?
* Which operating system(s) experience the problem?
* What would you expect to be the outcome?
All these details will help people to fix any potential bugs.
Example:
> Short and descriptive example bug report title
>
> A summary of the issue and the OS environment in which it occurs. If
> suitable, include the steps required to reproduce the bug.
>
> 1. This is the first step
> 2. This is the second step
> 3. Further steps, etc.
>
> Attached savegame
> Attached screenshots showing the issue
> Crashlogs if the bug causes a crash
>
> Any other information you want to share that is relevant to the issue being
> reported. This might include the lines of code that you have identified as
> causing the bug, and potential solutions (and your opinions on their
> merits).
## Feature requests
Before opening a feature request, please take a moment to find out whether your idea fits with the [scope and goals](./CONTRIBUTING.md#project-goals) of the project.
It's up to *you* to make a strong case to convince the project's developers of the merits of this feature.
Please provide as much detail and context as possible.
This means don't request for a solution, but describe the problem you see and how/why you think it should be fixed.
For feature request we have a strict policy.
Keeping issues around with "a good idea" or "not really a bug but we should maybe fix it" turns out to have the reversed effect: nobody looks at it anymore.
Although we really appreciate feedback and ideas, we will close feature requests that we don't expect to fulfill in the next year.
Many of those ideas etc do have a place on the [forums](https://www.tt-forums.net); and if enough people like it, someone will stand up and make it.
It's usually best discuss in [irc](https://wiki.openttd.org/IRC_channel) before opening a feature request or working on a large feature in a fork.
Discussion in irc can take time, but it can be productive and avoid disappointment :)
## Pull requests
Good pull requests—patches, improvements, new features—are a fantastic help.
Pull requests should fit with the [goals of the project](./CONTRIBUTING.md#project-goals).
**Please do ask first** before embarking on any significant pull request (e.g. implementing features, refactoring code, porting to a different language), otherwise you risk spending a lot of time working on something that the project's developers might not want to merge into the project.
Every pull request should have a clear scope, with no unrelated commits.
[Code style](https://wiki.openttd.org/Coding_style) must be complied with for pull requests to be accepted; this also includes [commit message format](https://wiki.openttd.org/Coding_style#Commit_message).
Adhering to the following process is the best way to get your work included in the project:
1. [Fork](https://help.github.com/fork-a-repo/) the project, clone your fork, and configure the remotes:
4. Commit your changes in logical chunks. Please adhere to these [git commit message guidelines](https://wiki.openttd.org/Commit_style#Commit_message) or your code is unlikely to be merged into the main project.
Use Git's [interactive rebase](https://help.github.com/articles/interactive-rebase) feature to tidy up your commits before making them public.
5. Locally rebase the upstream development branch into your topic branch:
```bash
git fetch upstream
git rebase upstream/master
```
6. Push your topic branch up to your fork the first time:
7. [Open a Pull Request](https://help.github.com/articles/using-pull-requests/) with a clear title and description against the `master` branch.
**IMPORTANT**: By submitting a pull request or patch, you agree to the [License](#license) and the [Privacy Notice](CONTRIBUTING.md#privacy-notice).
### Pull request validation
Continuous integration (CI) tools monitor pull requests, and help us identify build and code quality issues.
The results of the CI tests will show on your pull request.
By clicking on Details you can further zoom in; in case of a failure it will show you why it failed.
In case of success it will report how awesome you were.
Tip: [commit message format](https://wiki.openttd.org/Coding_style#Commit_message) is a common reason for pull requests to fail validation.
### Are there any development docs?
There is no single source for OpenTTD development docs. It's a complex project with a long history, and multiple APIs.
A good entry point is [Development](https://wiki.openttd.org/Development) on the OpenTTD wiki; this provides links to wiki documentation and other sources.
The GitHub repo also includes some non-comprehensive documentation in [/docs](./docs).
You may also want the guide to [compiling OpenTTD](./COMPILING.md).
## Project goals
### What are the goals of the official branch?
The main goals of the official branch are:
- Stay faithful to the original gameplay from Transport Tycoon Deluxe
- Improve the user interface
- Allow extending the gameplay with add-ons / mods via supported content APIs
- Provide a (relatively) stable core for both players of the official branch, and for authors of add-ons and maintainers of patchpacks
In contrast, extending or altering the gameplay of the base game is not encouraged.
The rationale behind these goals is that people have different opinions about what OpenTTD is and what it should be.
When it comes to gameplay, there are at least these groups of people:
- *Model railway (mostly singleplayer)*: build "realistic" landscapes, roleplay a world, or even replicate historical scenarios
- *Economical challenge (mostly singleplayer)*: run a business with economical challenges
- *Transport challenge (singleplayer or cooperative multiplayer)*: build efficient track layouts with high cargo throughput and tons of vehicles
- *Competitive speed run (competitive multiplayer)*: maximize some goal in some limited amount of time
When it comes to gameplay features there are at least these groups of interests:
- *Control freak:* micromanagement like conditional orders, refitting and loading etc.
- *Casual:* automatisation like cargodist, path based signalling etc.
To please everyone, the official branch tries to stay close to the original gameplay; after all, that is what everyone brought here.
The preferred method to alter and extent the gameplay is via add-ons like NewGRF and GameScripts.
For a long time, the official branch was also open to features which could be enabled/disabled, but the corner-cases that came with some configurations have rendered some parts of the code very complicated.
Today, new features have to work with all the already existing features, which is not only challenging in corner cases, but also requires spending considerable more work than just "making it work in the game mode that I play".
The preferred method to introduce new gameplay features is to extend the content APIs, supporting ever more add-on content / mods.
This moves conflict-solving away from the codebase to content authors / players.
It is more accepted for add-ons not working together than the base game not working with certain setting combinations.
In general the game should allow anything that doesn't violate basic rules, but it should warn players if they take potentially dangerous or "stupid" actions.
For example, players are not prevented from starting vehicles without orders, but will receive a warning about vehicles having too few orders.
This lack of limitation has led to players challenging themselves to create networks where all vehicles have no orders, increasing gameplay possibilities.
### I do not agree with the goals of the official branch, what can I do instead?
Fork! There is a rich history of experimental patches for OpenTTD.
Many of these will never be accepted for core, but are creative and interesting ways to modify OpenTTD.
Sometimes patches are combined into long-running patchpacks, modified OpenTTD versions which can be downloaded by anyone, or modified OpenTTD clients for dedicated multiplayer servers.
One of the reasons to keep core relatively stable is to make life easier for patch authors and patchpack maintainers where possible.
Patchpack discussions and related topics may be found in community sites such as [TT-Forums development section](https://www.tt-forums.net/viewforum.php?f=33).
## Legal stuff
### License
By contributing your code, you agree to license your contribution under the [GPL v2](https://github.com/OpenTTD/OpenTTD/blob/master/COPYING.md).
### Privacy Notice
We would like to make you aware that contributing to OpenTTD via git will permanently store the name and email address you provide as well as the actual changes and the time and date you made it inside git's version history.
This is inevitable, because it is a main feature of git.
If you are concerned about your privacy, we strongly recommend to use "Anonymous <anonymous@openttd.org>" as the git commit author. We might refuse anonymous contributions if malicious intent is suspected.
Please note that the contributor identity, once given, is used for copyright verification and to provide proof should a malicious commit be made.
As such, the [EU GDPR](https://www.eugdpr.org/key-changes.html) "right to be forgotten" does not apply, as this is an overriding legitimate interest.
Please also note that your commit is public and as such will potentially be processed by many third-parties.
Git's distributed nature makes it impossible to track where exactly your commit, and thus your personal data, will be stored and be processed.
If you would not like to accept this risk, please do either commit anonymously or refrain from contributing to the OpenTTD project.
### Attribution of this Contributing Guide
This contributing guide is adapted from [Bootstrap](https://github.com/twbs/bootstrap/blob/master/CONTRIBUTING.md) under the [Creative Commons Attribution 3.0 Unported License](https://github.com/twbs/bootstrap/blob/master/docs/LICENSE) terms for Bootstrap documentation.
The GDPR notice is adapted from [rsyslog](https://github.com/rsyslog/rsyslog/blob/master/CONTRIBUTING.md) under the [GNU General Public License](https://github.com/rsyslog/rsyslog/blob/master/COPYING).
# 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.
# 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.
@@ -12,15 +10,15 @@
# The revision is needed for the bundle name and creating an OSX application bundle.
# 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/>.
#
# Building requires GRFCodec and NFORenum. Older versions of GRFCodec are
# known to miscompile the graphics.
# Building requires GRFCodec.
#
# Recent nightlies (including sources) of both can be found at:
# Recent versions (including sources) can be found at:
# http://www.openttd.org/download-grfcodec
# http://www.openttd.org/download-nforenum
#
# The mercurial repository of both can be found at:
# 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.
@@ -50,7 +48,7 @@ RES := $(shell if [ ! -f $(CONFIG_CACHE_SOURCE_LIST) ] || [ -n "`cmp $(CONFIG_CA
all:config.pwdconfig.cache
ifdefDISTCC
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING:youenableddistccsupport,butyoudon'tseemtobeusingthe -jNparamter"; echo; fi
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING:youenableddistccsupport,butyoudon'tseemtobeusingthe -jNparameter"; echo; fi
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
STRGEN= !!STRGEN!!
ENDIAN_CHECK= !!ENDIAN_CHECK!!
SRC_DIR= !!SRC_DIR!!
LANG_DIR= !!LANG_DIR!!
BIN_DIR= !!BIN_DIR!!
@@ -25,11 +22,6 @@ ifeq ($(LANG_SUPPRESS), yes)
LANG_ERRORS= >/dev/null 2>&1
endif
# Make sure endian_host.h is reachable as if it was in the src/ dir
$(Q)./$(STRGEN)$(STRGEN_FLAGS) -s $(LANG_DIR) -d $(LANG_OBJS_DIR) $< $(LANG_ERRORS)&& cp $@$(BIN_DIR)/lang ||true# Do not fail all languages when one fails
# 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.
# 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/>.
# 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.
- 2.0) [Contact and community](#20-contact-and-community)
- 2.1) [Contributing to OpenTTD](#21-contributing-to-openttd)
- 2.2) [Reporting bugs](#22-reporting-bugs)
- 2.3) [Translating](#23-translating)
- 3.0) [Licensing](#30-licensing)
- 4.0) [Credits](#40-credits)
## 1.0) About
OpenTTD is a transport simulation game based upon the popular game Transport Tycoon Deluxe, written by Chris Sawyer.
It attempts to mimic the original game as closely as possible while extending it with new features.
OpenTTD is licensed under the GNU General Public License version 2.0, but includes some 3rd party software under different licenses.
See the section ["Licensing"](#30-licensing) below for details.
## 1.1) Downloading OpenTTD
OpenTTD can be downloaded from the [official OpenTTD website](https://www.openttd.org/).
Both 'stable' and 'nightly' versions are available for download:
- most people should choose the 'stable' version, as this has been more extensively tested
- the 'nightly' version includes the latest changes and features, but may sometimes be less reliable
On some platforms OpenTTD will also be available via your OS package manager or a similar service.
## 1.2) OpenTTD gameplay manual
OpenTTD has a [community-maintained wiki](https://wiki.openttd.org/), including a gameplay manual and tips.
## 1.3) Supported platforms
OpenTTD has been ported to several platforms and operating systems.
The currently working platforms are:
- FreeBSD (SDL)
- Haiku (SDL)
- Linux (SDL)
- macOS (universal) (Cocoa video and sound drivers)
- OpenBSD (SDL)
- OS/2 (SDL)
- Windows (Win32 GDI (faster) or SDL)
### 1.3.1) Legacy support
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 guarantee that every revision of OpenTTD will be able to load savegames from every older revision (excepting where the savegame is corrupt).
Please report a bug if you find a save that doesn't load.
## 1.4) Installing and running OpenTTD
OpenTTD is usually straightforward to install, but for more help the wiki [includes an installation guide](https://wiki.openttd.org/Installation).
OpenTTD needs some additional graphics and sound files to run.
For some platforms these will be downloaded during the installation process if required.
For some platforms, you will need to refer to [the installation guide](https://wiki.openttd.org/Installation).
### 1.4.1) Free graphics and sound files
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
OpenMSX for music can be found at:
- https://www.openttd.org/download-opengfx for OpenGFX
- https://www.openttd.org/download-opensfx for OpenSFX
- https://www.openttd.org/download-openmsx for OpenMSX
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.
### 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.
It does not matter whether you copy them from the DOS or Windows version of Transport Tycoon Deluxe.
The Windows install can optionally copy these files.
You need to copy the following files:
- sample.cat
- trg1r.grf or TRG1.GRF
- trgcr.grf or TRGC.GRF
- trghr.grf or TRGH.GRF
- trgir.grf or TRGI.GRF
- trgtr.grf or TRGT.GRF
### 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.
- TTD for Windows: All files in the gm/ folder (gm_tt00.gm up to gm_tt21.gm)
- TTD for DOS: The GM.CAT file
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
## 1.5) Add-on content / mods
OpenTTD features multiple types of add-on content, which modify gameplay in different ways.
Most types of add-on content can be downloaded within OpenTTD via the 'Check Online Content' button in the main menu.
Add-on content can also be installed manually, but that's more complicated; the [OpenTTD wiki](https://wiki.openttd.org/OpenTTD) may offer help with that, or the [OpenTTD directory structure guide](./docs/directory_structure.md).
### 1.5.1) AI opponents
OpenTTD comes without AI opponents, so if you want to play with AIs you have to download them.
The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
AI help and discussions may also be found in the [AI section of the forum](https://www.tt-forums.net/viewforum.php?f=65).
### 1.5.2) Scenarios and height maps
Scenarios and heightmaps can be added via the 'Check Online Content' button in the main menu.
### 1.5.3) NewGRFs
A wide range of add-content is available as NewGRFs, including vehicles, industries, stations, landscape objects, town names and more.
NewGRFs can be added via the 'Check Online Content' button in the main menu.
See also the wiki [guide to NewGRFs](https://wiki.openttd.org/NewGRF) and [the forum graphics development section](https://www.tt-forums.net/viewforum.php?f=66).
### 1.5.4) Game scripts
Game scripts can provide additional challenges or changes to the standard OpenTTD gameplay, for example setting transport goals, or changing town growth behaviour.
Game scripts can be added via the 'Check Online Content' button in the main menu.
See also the wiki [guide to game scripts](https://wiki.openttd.org/Game_script) and [the forum graphics game script section](https://www.tt-forums.net/viewforum.php?f=65).
### 1.6) OpenTTD directories
OpenTTD uses its own directory structure to store game data, add-on content etc.
For more information, see the [directory structure guide](./docs/directory_structure.md).
### 1.7) Compiling OpenTTD
If you want to compile OpenTTD from source, instructions can be found in [COMPILING.md](./COMPILING.md).
## 2.0) Contact and Community
'Official' channels
- [OpenTTD website](https://www.openttd.org)
- IRC chat using #openttd on irc.oftc.net [more info about our irc channel](https://wiki.openttd.org/Irc)
- [OpenTTD on Github](https://github.com/openTTD/) for code repositories and for reporting issues
- [forum.openttd.org](https://forum.openttd.org/) - the primary community forum site for discussing OpenTTD and related games
- [OpenTTD wiki](https://wiki.openttd.org/) community-maintained wiki, including topics like gameplay guide, detailed explanation of some game mechanics, how to use add-on content (mods) and much more
'Unofficial' channels
- the OpenTTD wiki has a [page listing OpenTTD communities](https://wiki.openttd.org/Community) including some in languages other than English
### 2.1) Contributing to OpenTTD
We welcome contributors to OpenTTD. More information for contributors can be found in [CONTRIBUTING.md](./CONTRIBUTING.md)
### 2.2) Reporting bugs
Good bug reports are very helpful. We have a [guide to reporting bugs](./CONTRIBUTING.md#bug-reports) to help with this.
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).
### 2.3) Translating
OpenTTD is translated into many languages. Translations are added and updated via the [online translation tool](https://translator.openttd.org).
## 3.0) Licensing
OpenTTD is licensed under the GNU General Public License version 2.0.
For the complete license text, see the file '[COPYING.md](./COPYING.md)'.
This license applies to all files in this distribution, except as noted below.
The squirrel implementation in `src/3rdparty/squirrel` is licensed under the Zlib license.
See `src/3rdparty/squirrel/COPYRIGHT` for the complete license text.
The md5 implementation in `src/3rdparty/md5` is licensed under the Zlib license.
See the comments in the source files in `src/3rdparty/md5` for the complete license text.
The implementations of Posix `getaddrinfo` and `getnameinfo` for OS/2 in `src/3rdparty/os2` are distributed partly under the GNU Lesser General Public License 2.1, and partly under the (3-clause) BSD license.
The exact licensing terms can be found in `src/3rdparty/os2/getaddrinfo.c` resp. `src/3rdparty/os2/getnameinfo.c`.
* 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 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 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 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/>.
* 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 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 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 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/>.
* 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/>.
* 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/>.
* 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/>.
* 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/>.
' 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/>.
Dim FSO
Set FSO = CreateObject("Scripting.FileSystemObject")
Function GetTestList()
Dim retests, i, tests, dir
Set retests = New RegExp
Set GetTestList = CreateObject("Scripting.Dictionary")
retests.Pattern = "ai/regression/tst_*"
retests.Global = True
For i = 0 To WScript.Arguments.Count - 1
Dim test
test = "ai/regression/tst_" & WScript.Arguments.Item(i)
If FSO.FolderExists(test) Then
retests.Pattern = test
Exit For
End If
Next
For Each dir In FSO.GetFolder("ai/regression/").SubFolders
Dim name
name = "ai/regression/" & dir.Name
If retests.Test(name) Then
GetTestList.Add name, name
End If
Next
End Function
Function GetParams()
GetParams = "-snull -mnull -vnull:ticks=30000"
If WScript.Arguments.Count = 0 Then Exit Function
If WScript.Arguments.Item(0) <> "-r" Then Exit Function
GetParams = ""
End Function
Sub FilterFile(filename)
Dim lines, filter, file
Set file = FSO.OpenTextFile(filename, 1)
If Not file.AtEndOfStream Then
lines = file.ReadAll
End If
file.Close
Set filter = New RegExp
filter.Global = True
filter.Multiline = True
filter.Pattern = "0x(\(nil\)|0+)(x0)?"
lines = filter.Replace(lines, "0x00000000")
filter.Pattern = "^dbg: \[script\]"
lines = filter.Replace(lines, "")
filter.Pattern = "^ "
lines = filter.Replace(lines, "ERROR: ")
filter.Pattern = "ERROR: \[1\] \[P\] "
lines = filter.Replace(lines, "")
filter.Pattern = "^dbg: .*\r\n"
lines = filter.Replace(lines, "")
Set file = FSO.OpenTextFile(filename, 2)
file.Write lines
file.Close
End Sub
Function CompareFiles(filename1, filename2)
Dim file, lines1, lines2
Set file = FSO.OpenTextFile(filename1, 1)
If Not file.AtEndOfStream Then
lines1 = file.ReadAll
End IF
file.Close
Set file = FSO.OpenTextFile(filename2, 1)
If Not file.AtEndOfStream Then
lines2 = file.ReadAll
End IF
file.Close
CompareFiles = (lines1 = lines2)
End Function
Function RunTest(test, params, ret)
Dim WshShell, oExec, sav, command
Set WshShell = CreateObject("WScript.Shell")
' Make sure that only one info.nut is present for each test run. Otherwise openttd gets confused.
FSO.CopyFile "ai/regression/regression_info.nut", test & "/info.nut"
* 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/>.
* 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 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 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 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/>.
* 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/>.
* 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/>.
* 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/>.
* 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/>.
- Change: Do not display a news message about old vehicles when a replacement for it is activated (#7401)
- Change: When filtering purchase list by cargo type, buy button now performs a refit if required (#7301)
- Change: Don't apply forbid 90 deg turn settings to ships, and make penalties for turns configurable (#7289, #7372)
- Change: Make the chance of an aeroplane crashing at an airport with a short runway independent of plane crash setting (#7302)
- Change: Keep town growth rate in sync with house count (#6777)
- Fix #6219: Improve helicopter's ability to takeoff from commuter and international airports (#7710)
- Fix #6407: Show snowy ground sprites for train depots (#7671)
- Fix: Power/running cost sorting algorithm was not correct when power was higher than running cost (#7561)
- Fix: Tweaks to small-map colours to make dark blue company more visible (#7436, #7450)
- Fix: [SDL] Do not offer video smaller than 640x480 (#7442)
- Fix: Incorrect display of industry production around tiles (#7426)
- Fix: Show industry name in Land Area Information window for industries with neutral stations instead of just 'Oil Rig' (#7349)
- Fix: Remove redundant and broken file lookups when loading base sets (#7348)
- Fix: Always report error when ordering a road vehicle to wrong type of road stop (#7316)
- Fix #7043, #7274: Improve performance when creating towns during world creation (#7284)
- Fix #7062: Remove ship max order distance (#7279)
- Fix #7189: Fluidsynth volume gain too high (#7253)
- Fix: Add setting for whether industries with neutral stations (e.g. Oil rigs) accept and supply cargo to/from surrounding stations to fix exploit as old as TTO (#7234)
- Fix: Properly reset dropdown menu windows after changing AI/GS settings (#7092)
- Remove: DOS, MorphOS, AmigaOS & BeOS support (#7326, #7388)
- Feature: Add option to close windows with right click [FS#4950] (r27826, r27825)
- Feature: Vehicle Group Info: Add profits and occupancy display to group vehicle list (r27822)
- Feature: Display aircraft type in vehicle preview/purchase/detail windows (r27802, r27799, r27797)
- Change: [NewGRF] Various performance improvements to resolving VA2 (r27989, r27985, r27984, r27983, r27982)
- Change: [NewGRF] Increase maximum allowed vehicle sprite size to reduce clipping of ships (r27987)
- Change: Check companies for bankruptcy before subtracting reoccuring monthly costs [FS#6679] (r27981)
- Change: [GFX] Replace the office building sprite on various toyland airports with a better fitting sprite [FS#6664] (r27977)
- Change: [GFX] The switch-toolbar icon contained pixels from the fire cycle. Replace the whole icon with a new version [FS#6654] (r27961)
- Change: Reword texts in industry view, when stockpiling is used (r27952)
- Change: Remove the gap between windows when positioning them after opening [FS#6568] (r27934, r27900)
- Change: [Build] Enable usage of static_assert for MSVC (r27916)
- Change: [Build] Preserve PKG_CONFIG_PATH and PKG_CONFIG_LIBDIR environment variables in config.cache file [FS#6614] (r27902)
- Change: Do not cancel headquarter construction and engine-preview-query when shift-clicking (r27889)
- Change: Parse extmidi command string for parameters to pass on (r27834)
- Change: Draw images in centre of buttons (r27829, r27821)
- Fix: Store the map variety setting in the savegame like the other mapgen settings, so restarting maps considers it [FS#6673] (r27978)
- Fix: Hair selection was missing one option [FS#6642] (r27975)
- Fix: Avoid tile operations outside map border when building lock [FS#6662] (r27973)
- Fix: Catenary sprites got mixed up for depots [FS#6670] (r27972)
- Fix: Make automatic window-positioning RTL-aware (r27934, r27900)
- Fix: Automatic window-positioning now uses GUI-scale/style dependent sizes/distances instead of fixed pixel values (r27934, r27900)
- Fix: [NewGRF] While executing random triggers, var 5F should include the new triggers (r27928)
- Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shared triggers (r27928)
- Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry (r27928)
- Fix: [NPF] Reserved track bits were not accounted for when trying to find any safe position (r27912)
- Fix: Do not modify argv[0] [FS#6575] (r27886)
- Fix: Do not search directories when opening ini files as we already have their full path [FS#6421] (r27816)
- Fix: Road tunnel/bridge heads have no trackbits wrt. catenary drawing (r27812)
- Change: When train depots have a horizontal scrollbar, allow scrolling 1 tile beyond the longest train, so you can actually attach a wagon at the end (r27937)
- Fix: When moving wagons in the depot, the drag highlight did not exactly match the length of the dragged wagon chain (r27936)
- Fix: [Win32] Right mouse scrolling didn't work properly with the Windows 10 Fall Creators Update [FS#6629] (r27935)
- Fix: Forest, candyfloss forest and battery farm skipped the first animation frame [FS#6639] (r27932)
- Fix: Glyphs in range U+0020 to U+00FF may only be defined in orig_extra.grf, not in openttd.grf [FS#6620] (r27915)
- Fix: 'unban' console command was not handling IPv6 addresses properly (r27914, r27913)
- Fix: Keep the 'link' between industry chain and smallmap windows whenever possible [FS#6585] (r27905)
- Fix: When the last vehicle is removed from a shared orders group, hide the 'Stop sharing' button in the vehicle orders window [FS#6593] (r27904)
- Fix: Tooltip of 'increase service interval' said 'decrease' [FS#6606] (r27895)
- Fix: Console command parser passed invalid strings to the debug output, if command lines had many parameters [FS#6576] (r27884, r27883)
- Change: List railtype of rail tiles explicitly in the tile info window (r27686)
- Change: Re-arrange the autoreplace GUI for trains, and do not filter it by railtype by default (r27683)
- Change: Various performance improvements to CargoDist and LinkGraphs (r27682, r27681, r27614, r27613, r27612, r27611)
- Change: Improve randomisation of rough land appearance (r27657)
- Change: [Build] Enable C++11 for clang 3.3 (r27654)
- Fix: Insufficient thread synchronisation when switching blitters lead to crashes [FS#6510] (r27775)
- Fix: Enabling palette animation for 32bpp blitters while paused skipped initialisation of the palette and resulted in black windows [FS#5889] (r27774)
- Fix: Intro games other than the traditional nightly one would cause townname NewGRFs to not get activated in the game options [FS#5819] (r27772)
- Fix: Some variables were not reset between loading old savegames, which made loading them fail [FS#6540] (r27770)
- Fix: Removing secondary roadtypes from bridges was factor 2 too cheap [FS#6538] (r27746)
- Fix: Extra viewports did not center on the selected tile [FS#6537] (r27743)
- Fix: [Build] Building on newer OSX versions with newer SDKs [FS#6295, FS#6502] (r27727, r27675)
- Fix: Improve error message when trying to build rail track over a depot (r27726)
- Fix: Rescanning NewGRF in-game could break the loaded NewGRF, if very many NewGRF were in use (r27721)
- Fix: Text could overflow various GUI elements [FS#6527] (r27713)
- Fix: Memory leak when reloading NewGRF (r27690, r27688, r27687)
- Fix: When removing objects of bankrupt companies the tiles may revert to canal. In that case also check the ownership of the canal [FS#6511] (r27656)
- Fix: Make the console file commands operate independent of the save/load GUI (r27645)
- Fix: When dragging vehicles in group or depot GUI, draw the complete articulated vehicle (r27632)
- Fix: When dragging multiple vehicles in the depot, make the destination gap as long as the chain instead of just considering the first vehicle (r27629)
- Fix: [Build] Change the GCC version detection so that it works with two-digit and truncated versions [FS#6487] (r27623, r27616)
- Fix: Do not hide filtered and highlighted industries by overlapping tiles in the zoomed-out smallmap (r27622, r27621, r27620)
- Fix: [Script] Kill scripts, when a non-suspendable valuator call takes way too long [FS#6473] (r27594)
- Change: Performance improvement for dedicated servers by skipping drawing calls earlier in the process [FS#6402] (r27579)
- Fix: Automatic servicing of road vehicles compared path finder costs with tile distances, thus vehicles went to depots which were factor 100 too far away [FS#6410] (r27586)
- Fix: Enforce a non-zero load amount for all vehicles, so that vehicles can process their cargo reservations [FS#6437] (r27585, r27584)
- Fix: Do not decrease the column width of depot windows when vehicles with high unitnumbers leave [FS#6415] (r27583)
- Fix: [NewGRF] Set date of last service on construction also for wagons and articulated parts [FS#6395] (r27580)
- Fix: Vehicles could not be hidden from the purchase list when they were in exclusive preview [FS#6454] (r27578)
- Fix: Dock and roadstop picker, client list and town authority window did not auto-resize according to their content when they were positioned at the bottom of the screen [FS#6386] (r27577)
- Fix: Various incorrect but uncritical size computations in the content client [FS#6449] (r27576, r27570)
- Fix: Memory leak when disabling palette animation [FS#6404] (r27575)
- Fix: [NewGRF] The house id as returned by house variable 66 was incorrect when querying neighboured tiles [FS#6432] (r27574)
- Fix: [Build] Compilation failure with gcc 6.1 due to headers included after safeguards.h [FS#6467] (r27573)
- Fix: Convenience savegame bump to distinguish 1.6 savegames from 1.5 savegames [FS#6442] (r27572)
- Fix: [Build] Force sorting to be locale independent, so files are always ordered the same and by that token better diff-able (r27562, r27558)
- Fix: Typos in comments and string (r27561, r27560)
- Fix: [Build] bashism that caused different CFLAGS with bash vs dash (r27557)
- Fix: Use a more appropriate sound effect for convert-rail (r27547)
- Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles (r27546)
- Fix: [Script] Generation of API wrappers (r27545, r27544, r27543)
- Fix: [Windows] ICU got disabled for Windows builds, breaking RTL support [FS#6427] (r27542)
- Fix: [NewGRF] Station spritelayouts did not accept the var10 flag for the palette [FS#6435] (r27534)
- Feature: [NewGRF] Allow custom sound IDs in RV property 0x12, ship property 0x10 and aircraft property 0x12 (r27507)
- Feature: When viewing online content of a particular type, hide content of other types unless they have been (auto)selected for download (r27469, r27468, r27444)
- Feature: [NewGRF] Move sprite 8 positions in sprite aligner with ctrl+click [FS#6241] (r27451)
- Feature: Lower the sell-vehicle and sell-chain buttons in the train depot GUI while dragging a vehicle over it [FS#6391] (r27450, r27446)
- Feature: Make the object placement GUI an independent window (r27438, r27397, r27346)
- Feature: [Build] Project files and compilation with MSVC2015 (r27385, r27382, r27381, r27380, r27379)
- Feature: [NewGRF] Allow railtype NewGRF to define separate sprites for the fences on either track side [FS#6315] (r27354, r27343)
- Feature: [NewGRF] Increase the maximum amount of industry types to 128 per NewGRF and 240 in total (r27279)
- Feature: Make Ctrl+Remove-Roadstop also remove the road, just like for rail stations [FS#6252] (r27251)
- Change: [NewGRF] Allow static NewGRF to enable the second rocky tile set (r27497)
- Change: Round loading percentage in loading indicators and conditional orders towards 50%, so that 0% and 100% mean completely empty or full (r27426)
- Change: [Build] Rework the configure system to make more use of pkg-config (r27377:r27366, r27361, r27360)
- Fix: When selecting a refit cargo for orders, do not check whether the vehicle is in a depot or station, and do not ask whether the vehicle currently allows station-refitting. Also hide the refit cost for orders, it is not predictable (r27428)
- Fix: Use the NewGRF railtype sorting order in the infrastructure window (r27427)
- Fix: Crash when switching to or taking over companies, when an order window of a vehicle of the new company was opened. Now close those windows [FS#5842] (r27425)
- Fix: Towns did not connect roads to existing roads, unless they had only a single roadbit. Otoh, towns also tried to connect to single roadbit tiles such as tunnels and depots, even though they were not connectable in the direction of interest [FS#6374] (r27424)
- Fix: When towns expanded single-bit roadtiles using a grid-layout, they used the layout position of the neighbouring tile (r27423)
- Fix: Aircraft picked the wrong airport entry point, if airports were rotated by 180 degree [FS#6341] (r27422)
- Fix: Consider text and icon sizes when drawing the client list [FS#6265] (r27421)
- Fix: GrowTownAtRoad sometimes returned false, even when a house was built [FS#6362] (r27420)
- Fix: CmdSellRailWagon did not revert all actions properly when no orderlist could be allocated [FS#6369] (r27419)
- Fix: Desync due to incorrect storage of segments with different railtype in the YAPF cache [FS#6329] [FS#6379] (r27418)
- Fix: When a dedicated server was paused with no clients, the master server advertisement interval was slowed, causing deadvertisement of the server [FS#6368] (r27400)
- Fix: [Makefile] Game script directory and compat*.nut were never installed on *nix (r27399)
- Fix: There are two different availability conditions for fdatasync in the manpage. Use them both, since at least on some MinGW versions one is not enough (r27389)
- Fix: win32 sound driver failed to report errors (r27383)
- Fix: Clickareas in settings tree were misaligned when the filter warning was displayed, if the setting height was defined by the icons instead of the font [FS#6358] (r27366)
- Fix: Center settings filter warning also vertically, and also in case of multiple lines (r27365)
- Fix: Do not consider road junctions with trivial dead ends as branch points during town growth [FS#6245] (r27260, r27259, r27244)
- Fix: ScriptList::RemoveList failed to remove a list from itself [FS#6287] (r27258)
- Fix: Combined button+dropdown widgets in order and autoreplace GUI had incorrect hitbox when using GUI zoom [FS#6270] (r27255)
- Fix: When building a lock on DC_AUTO-removable water-based objects, the water class was always set to canal [FS#6264] (r27254)
- Fix: When crossing tram tracks with railroads, cost of extra roads was not being counted [FS#6282] (r27253)
- Fix: Invalid infrastructure counting when crossing tram tracks with railroads [FS#6281] (r27252)
- Fix: Broken error message in configure [FS#6286] (r27250)
- Fix: In some cases town growth failure was considered as success [FS#6240] (r27249, r27247)
- Fix: Town labels on smallmap and zoomed-out viewports were not centered [FS#6257] (r27248)
- Fix: Removing a rail waypoint used the remove-rail-station cost [FS#6251] (r27245)
- Fix: Duplicate frees due to pool item classes not having copy constructors [FS#6285] (r27243)
- Fix: Crash when no AIs were installed due to improper handling of non-ASCII characters by the string pointer lexer [FS#6272] (r27233)
- Fix: Compilation on DragonflyBSD [FS#6274] (r27224, r27223)
- Fix: Use the current maximum speed as limited by bridges, orders etc. for all vehicle types alike when considering increased smoke emissions of vehicles [FS#6278] (r27222)
- Fix: Multi-value keys in the desktop entry shall end with a trailing separator (r27221)
- Fix: Draw path reservation on the whole bridge, not only on the bridge heads (r27209)
- Fix: Draw correct overlay sprites for path reservations on bridges and tunnels (r27208)
- Feature: [NoGo] Game scripts can point to a location, station, industry, or town when publishing news. (r27164)
- Feature: Allow changing max heightlevel in scenario editor. (r27151)
- Feature: Make use of both rocky tile sets from the base graphics. (r27117)
- Change: Scale (non-custom) default window sizes according to GUI zoom. (r27147)
- Change: Make statusbar and chat-entry window use the same width as the toolbar. (r27146)
- Change: The chatbox-width setting now uses percent of screen width instead of pixels. (r27144)
- Change: [NewGRF] Interpret negative positions in industry layouts depending on GRF version. (r27138)
- Fix: [SDL, Windows] Right-mouse-button scrolling scrolled/jumped too far, when OpenTTD lagged during mouse event processing. (r27167)
- Fix: Toolbars were not invalidated when changing max-vehicles settings. [FS#6204] (r27163)
- Fix: Tile selection was drawn outside of map in some cases. [FS#6208] (r27162)
- Fix: Reimplement the viewport drawing algorithm. [FS#6156] [FS#6206] (r27161)
- Fix: Issues with smallmap and viewport coordinates and transformations. (r27160, r27159, r27158)
- Fix: Mark bridge middle tiles dirty when building/removing/changing bridges. (r27157)
- Fix: Rounding and unit-conversion inconsistencies in calls to MarkAllViewportsDirty. (r27148)
- Fix: Oilrig empty-tile checks were incorrect due to wrong TileIndexDiff->TileIndexDiffC conversion. (r27137)
- Fix: Misalignment in generate world window in case of small fonts. (r27135)
- Fix: Dragging of free wagons in depot failed with GUI zoom. (r27133)
- Fix: Reduce memory footprint of map array by shuffling its members. [FS#6218] (r27132, r27126)
- Fix: Dropdown- and tooltip-windows should not steal the focus. (r27131)
- Fix: [NewGRF] Action 7/9 condition 0A failed for present, but disabled, NewGRF. (r27119)
- Fix: Road vehicles could not reverse to be sent to depots when the following tile has the right type to run on, but could not be entered. [FS#6183] (r27107)
- Fix: Use the actual max speed of the vehicle in front when determining if a RV can overtake. [FS#6176] (r27106)
- Fix: grow_counter was not properly bounded by growth_rate, but by some other value used to calculate growth_rate. [FS#6195] (r27105)
- Fix: [Script] Support 64 bits integers in ScriptLists. [FS#6194] (r27104)
- Fix: [Script] Money values would end up wrong in strings when outside the bounds of a 32 bits integer. [FS#6194] (r27102)
- Feature: [NoGo] Game scripts can point to a location, station, industry, or town when publishing news (r27164)
- Feature: Allow changing max heightlevel in scenario editor (r27151)
- Feature: Make use of both rocky tile sets from the base graphics (r27117)
- Change: Scale (non-custom) default window sizes according to GUI zoom (r27147)
- Change: Make statusbar and chat-entry window use the same width as the toolbar (r27146)
- Change: The chatbox-width setting now uses percent of screen width instead of pixels (r27144)
- Change: [NewGRF] Interpret negative positions in industry layouts depending on GRF version (r27138)
- Fix: [SDL, Windows] Right-mouse-button scrolling scrolled/jumped too far, when OpenTTD lagged during mouse event processing (r27167)
- Fix: Toolbars were not invalidated when changing max-vehicles settings [FS#6204] (r27163)
- Fix: Tile selection was drawn outside of map in some cases [FS#6208] (r27162)
- Fix: Reimplement the viewport drawing algorithm [FS#6156] [FS#6206] (r27161)
- Fix: Issues with smallmap and viewport coordinates and transformations (r27160, r27159, r27158)
- Fix: Mark bridge middle tiles dirty when building/removing/changing bridges (r27157)
- Fix: Rounding and unit-conversion inconsistencies in calls to MarkAllViewportsDirty (r27148)
- Fix: Oilrig empty-tile checks were incorrect due to wrong TileIndexDiff->TileIndexDiffC conversion (r27137)
- Fix: Misalignment in generate world window in case of small fonts (r27135)
- Fix: Dragging of free wagons in depot failed with GUI zoom (r27133)
- Fix: Reduce memory footprint of map array by shuffling its members [FS#6218] (r27132, r27126)
- Fix: Dropdown- and tooltip-windows should not steal the focus (r27131)
- Fix: [NewGRF] Action 7/9 condition 0A failed for present, but disabled, NewGRF (r27119)
- Fix: Road vehicles could not reverse to be sent to depots when the following tile has the right type to run on, but could not be entered [FS#6183] (r27107)
- Fix: Use the actual max speed of the vehicle in front when determining if a RV can overtake [FS#6176] (r27106)
- Fix: grow_counter was not properly bounded by growth_rate, but by some other value used to calculate growth_rate [FS#6195] (r27105)
- Fix: [Script] Support 64 bits integers in ScriptLists [FS#6194] (r27104)
- Fix: [Script] Money values would end up wrong in strings when outside the bounds of a 32 bits integer [FS#6194] (r27102)
1.5.0-beta1 (2014-12-24)
@@ -2761,7 +3314,7 @@
- Fix: Improve corner case order handling: mark order as done only when actually done, obey non-stop orders, do only stop/refit at the depot in the order (r16240, r16228, r16199, r16198, r16187)
- Fix: [NoAI] Use the stop/non-stop intermediate orderflags AIs can give for goto-depot orders (r16239)
- Fix: [NewGRF] ActionB should use the online parameters from GRFFile instead of the initial user-specified values from GRFConfig. Also use the values as they were set when the ActionB was executed, not as they are set when the message is shown (r16223)
- Fix: Possible crashes when quiting OpenTTD or forcing resizes/redraws of the screen during map generation [FS#2862] (r16220)
- Fix: Possible crashes when quitting OpenTTD or forcing resizes/redraws of the screen during map generation [FS#2862] (r16220)
- Fix: Shared orders without orders were not properly converted causing corrupt/invalid orders when loading pre 0.7 savegames [FS#2878] (r16214)
- Fix: [Squirrel] The traps variable was not restored, causing try/catch blocks to be 'forgotten' during a suspend (r16181)
@@ -2769,7 +3322,7 @@
- Fix: Forbid joining AI companies via the 'move' and 'join' console commands/multiplayer lobby (r16176, r16175)
- Fix: [NoAI] AIOrder::GetOrderDestination and AIOrder::GetOrderFlags did not work on ORDER_CURRENT when the vehicle was loading/leaving in a station (r16165)
- Fix: [NoAI] Change WAYPOINT_INVALID to 0xFFFF from -1 as that is the value the AIs got (due to casting) (r16150)
- Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomolies when drawing graphs [FS#2855] (r16130)
- Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomalies when drawing graphs [FS#2855] (r16130)
- Fix: Road was removed when both the Remove button was active and Ctrl was pressed [FS#2582] (r16119)
- Fix: [NoAI] Make sure AIOrder::GetDestination always returns a tile belonging to the station (16109)
- Fix: [NoAI] When giving an aircraft a goto-hangar order do not let it be a normal goto-station order (r16108)
@@ -3225,7 +3778,7 @@
- Fix: Inconsistent use of 8/15-bitness of NewGRF callback results with respect to TTDP's implementation of the specification (r12819, r12818, r12759)
- Fix: Possible out of bounds array access (r12809)
- Fix: Enforce autorenew values range in command (r12808)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading [FS#1938] (r12795)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefore break downs now do not happen when loading [FS#1938] (r12795)
- Fix: [OSX] In some rare cases when using an uncalibrated monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion (r12776)
- Fix: Slope checking for NewGRFs failed (r12759)
- Fix: Check the TILE_NOT_SLOPED flag of the _north_ tile of multi-tile houses to decide if autoslope is allowed (r12717)
@@ -3333,7 +3886,7 @@
- Feature: Separate catenary transparency settings from building transparency settings (r12103)
- Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x' (r12102)
- Feature: Add some missing VarAction2 variables (r12124)
- Feature: Make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile (r12098)
- Feature: Make snow appear on rail tiles dependent on track height, not on height of the lowest part of the tile (r12098)
- Feature: [NewGRF] Specify the purchase, rail and road description of a bridge (r12069)
- Feature: [NewGRF] Add support for var 12, Variational Action 2 (r12045)
- Feature: Allow trees on shore (r12029)
@@ -3614,7 +4167,7 @@
- Feature: Add support for variable snow lines in the arctic climate, supplied by NewGRF files (r9371)
- Feature: [NewGRF] Add support for newhouses (r9315)
- Feature: [NewGRF] Add support for Action 13, which allows you to translate GRF-specific texts. The translations will only be shown if you are using a language with a GRF language id and if a string has not already been set specifically for the language you are using (r9037)
- Feature: Translation dependant formatting of dates (r8906)
- Feature: Translation dependent formatting of dates (r8906)
- Feature: If an action 7/9 leads to skipping the rest of the file, disable the NewGRF if an action 8 has not been encountered yet (r8831)
- Feature: Stop loading and disable the current NewGRF if a fatal error message in Action B is encountered. Also be more strict on the values accepted (r8830)
- Feature: Build aircraft windows will no longer show aircraft that cannot use the airport in question (r8771)
@@ -3735,7 +4288,7 @@
- Fix: Do not display income/expenses when they do not belong to a 'valid' tile, like the money cheat and giving money [FS#1175] (r11021)
- Fix: One could not give money when (s)he had too much money [FS#1174] (r11020)
- Fix: Disallow buying/selling shares in your own company or a bankrupt company [FS#1169] (r11018)
- Fix: Crash when quiting the game in one of the end score windows [FS#1218] (r11071)
- Fix: Crash when quitting the game in one of the end score windows [FS#1218] (r11071)
# 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.
<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
<li>m7 bit 5 set = on snow or desert</li>
<li>m7 bits 7..6: present road types
<table>
<tr>
<td>bit 0 </td>
<td>normal road</td>
</tr>
<tr>
<td>bit 1 </td>
<td>tram</td>
</tr>
</table>
</li>
<li>m3 bits 7..4: <ahref="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
# 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.
@@ -14,42 +12,31 @@ if [ "$#" != "0" ]; then
Usage: ./findversion.sh
Finds the current revision and if the code is modified.
Output: <REV>\t<REV_NR>\t<MODIFIED>\t<CLEAN_REV>
REV
Output: <VERSION>\t<ISODATE>\t<MODIFIED>\t<HASH>
VERSION
a string describing what version of the code the current checkout is
based on. The exact format of this string depends on the version
control system in use, but it tries to identify the revision used as
close as possible (using the svn revision number or hg/git hash).
This also includes an indication of whether the checkout was
modified and which branch was checked out. This value is not
based on.
This also includes the commit date, an indication of whether the checkout
was modified and which branch was checked out. This value is not
guaranteed to be sortable, but is mainly meant for identifying the
revision and user display.
If no revision identifier could be found, this is left empty.
REV_NR
the revision number of the svn revision this checkout is based on.
This can be used to determine which functionality is present in this
checkout. For trunk svn checkouts and hg/git branches based upon it,
this number should be accurate. For svn branch checkouts, this
number is mostly meaningless, at least when comparing with the
REV_NR from other branches or trunk.
ISODATE
the commit date of the revision this checkout is based on.
The commit date may differ from the author date.
This can be used to decide upon the age of the source.
This number should be sortable. Within a given branch or trunk, a
higher number means a newer version. However, when using git or hg,
this number will not increase on new commits.
If no revision number could be found, this is left empty.
If no timestamp could be found, this is left empty.
MODIFIED
Whether (the src directory of) this checkout is modified or not. A
value of 0 means not modified, a value of 2 means it was modified.
Modification is determined in relation to the commit identified by
REV, so not in relation to the svn revision identified by REV_NR.
A value of 1 means that the modified status is unknown, because this
is not an svn/git/hg checkout for example.
is not an git checkout for example.
CLEAN_REV
the same as REV but without branch name
HASH
the git revision hash
By setting the AWK environment variable, a caller can determine which
version of "awk" is used. If nothing is set, this script defaults to
Some files were not shown because too many files have changed in this diff
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