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Backport master into 1.11 #8913
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english (us): 8 changes by 2TallTyler estonian: 16 changes by siimsoni korean: 5 changes by telk5093 italian: 32 changes by AlphaJack german: 5 changes by Wuzzy2 danish: 15 changes by achton lithuanian: 89 changes by devbotas spanish: 3 changes by MontyMontana french: 8 changes by arikover portuguese (brazilian): 3 changes by Greavez polish: 17 changes by yazalo, 2 changes by pAter-exe
swedish: 10 changes by kustridaren norwegian (bokmal): 3 changes by buzzCraft czech: 39 changes by PatrikSamuelTauchim ukrainian: 4 changes by StepanIvasyn
estonian: 2 changes by siimsoni
swedish: 1 change by kustridaren estonian: 1 change by siimsoni russian: 5 changes by Ln-Wolf, 3 changes by SecretIdetity ukrainian: 7 changes by StepanIvasyn lithuanian: 31 changes by devbotas portuguese: 54 changes by azulcosta
ukrainian: 10 changes by StepanIvasyn portuguese: 78 changes by azulcosta
spanish (mexican): 8 changes by absay ukrainian: 13 changes by StepanIvasyn dutch: 3 changes by Afoklala lithuanian: 1 change by devbotas
ukrainian: 1 change by StepanIvasyn
…ear back buffer. (OpenTTD#8877)
…ifferent signedness. (OpenTTD#8881)
vietnamese: 118 changes by KhoiCanDev slovak: 13 changes by FuryPapaya
…tch on texture creation.
chinese (simplified): 2 changes by clzls korean: 2 changes by telk5093 slovak: 9 changes by FuryPapaya catalan: 4 changes by J0anJosep polish: 4 changes by pAter-exe
slovak: 10 changes by FuryPapaya
arabic (egypt): 22 changes by AviationGamerX
slovak: 6 changes by FuryPapaya
This used to work by accident: originally the code checked if GenerateWorld was threaded. If not, it would abort the function. This worked for placing trees, because it was also returning false when it was not active. With the recent changes, that check got removed, and this crash started to happen. So now check if we have a modal window, which is a very solid indication we are generating the world.
chinese (traditional): 25 changes by SiderealArt japanese: 81 changes by taku315
…is actually faster.
…es snow line height) Setting the snow coverage (in % of the map) makes a lot more sense to the human, while still allowing the niche player to set (by finding the correct %) a snow line height they like. This makes for easier defaults, as it decoupled terrain height from amount of snow. Maps can never be 100% snow, as we do not have sprites for coastal tiles. Internally, this calculates the best snow line height to approach this coverage as close as possible.
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
This setting influence the max heightlevel, and not as the name suggests: the height of the generated map. How ever you slice it, it is a very weird place to add this setting, and it is better off being only in the settings menu. Commits following this commit also make it more useful, so users no longer have to care about it.
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
It will add some slack to the map height limit if that was set to auto.
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
This allows us to later on see what someone did, and makes sure that "restart" command still knows how the game was created.
…r of this value Before this commit, it scaled to map-height-limit. Recently this could also be set to "auto", meaning players don't really know or care about this value. This also means that if a player exported a heightmap and wanted to import it again, looking like the exact same map, he did not know what value for "highest peak" to use.
norwegian (bokmal): 28 changes by Anolitt spanish (mexican): 29 changes by absay galician: 1 change by JohnBoyFan vietnamese: 30 changes by KhoiCanDev estonian: 31 changes by siimsoni czech: 6 changes by tomas-vl arabic (egypt): 73 changes by AviationGamerX hungarian: 37 changes by pnpBrumi german: 24 changes by danidoedel, 4 changes by matthiasradde, 2 changes by SecretIdetity russian: 2 changes by SecretIdetity finnish: 40 changes by lanurmi catalan: 47 changes by J0anJosep lithuanian: 30 changes by devbotas spanish: 29 changes by JohnBoyFan french: 30 changes by MalaGaM portuguese (brazilian): 7 changes by jpsl00, 5 changes by Greavez polish: 31 changes by Milek7
swedish: 30 changes by kustridaren spanish (mexican): 1 change by absay japanese: 13 changes by Azusa257 vietnamese: 1 change by KhoiCanDev estonian: 12 changes by siimsoni czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl chinese (simplified): 88 changes by clzls arabic (egypt): 16 changes by AviationGamerX luxembourgish: 4 changes by phreeze83 korean: 34 changes by telk5093 italian: 16 changes by AlphaJack german: 1 change by danidoedel, 1 change by Wuzzy2 slovak: 30 changes by FuryPapaya catalan: 35 changes by J0anJosep tamil: 16 changes by Aswn dutch: 32 changes by Afoklala portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
english (us): 7 changes by HAJDog247 czech: 18 changes by PatrikSamuelTauchim luxembourgish: 99 changes by phreeze83 serbian: 4 changes by nkrs catalan: 20 changes by J0anJosep french: 1 change by arikover portuguese: 30 changes by azulcosta
english (us): 23 changes by 2TallTyler luxembourgish: 63 changes by phreeze83 ukrainian: 72 changes by StepanIvasyn catalan: 5 changes by J0anJosep turkish: 5 changes by nullaf
LordAro
previously approved these changes
Mar 31, 2021
luxembourgish: 1 change by phreeze83 serbian: 59 changes by nkrs
catalan: 2 changes by J0anJosep
LordAro
approved these changes
Apr 1, 2021
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Motivation / Problem
Backport of everything currently in master to the 1.11 branch.
Description
All commits are either bugs-fixes of stuff introduced in 1.11, or small enough to not be an issue, or, of course, a few new features we agree'd to put in 1.11. So this is just a merge of all commits currently in master.
Just before release we will merge the translations one more time, but otherwise this should be it for 1.11.
There was one "merge" conflict, with
saveload.h
. This branch now also marks which commits are 1.11.0-RC1 and which are 1.11 :)Limitations
Checklist for review
Some things are not automated, and forgotten often. This list is a reminder for the reviewers.