1
0
Fork 0
OpenTTD/src/timer
Patric Stout f5fad88723
Change: base autosaves intervals on real time (instead of game time) (#10655)
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves

Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.

To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.

When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
2023-04-27 15:21:29 +00:00
..
CMakeLists.txt Change: base autosaves intervals on real time (instead of game time) (#10655) 2023-04-27 15:21:29 +00:00
timer.h
timer_game_calendar.cpp Codechange: Define Date/Year/Month/Day within TimerGameCalendar class 2023-04-26 07:14:03 -04:00
timer_game_calendar.h Change: base autosaves intervals on real time (instead of game time) (#10655) 2023-04-27 15:21:29 +00:00
timer_game_realtime.cpp Change: base autosaves intervals on real time (instead of game time) (#10655) 2023-04-27 15:21:29 +00:00
timer_game_realtime.h Change: base autosaves intervals on real time (instead of game time) (#10655) 2023-04-27 15:21:29 +00:00
timer_game_tick.cpp Codechange: move tick-counter into TimerGameTick (#10712) 2023-04-24 16:55:40 +00:00
timer_game_tick.h Codechange: move tick-counter into TimerGameTick (#10712) 2023-04-24 16:55:40 +00:00
timer_manager.h Codechange: validate the developer didn't schedule two timers on the same trigger/priority 2023-04-15 13:58:55 +02:00
timer_window.cpp Codechange: validate the developer didn't schedule two timers on the same trigger/priority 2023-04-15 13:58:55 +02:00
timer_window.h