duncanspumpkin
af65bc33e7
Increment network version
2019-02-11 10:57:58 +00:00
duncanspumpkin
866d143930
Move Pause Toggle into the GameAction framework
2019-02-11 10:46:12 +00:00
Michael Steenbeek
76603ad1b3
Fix #8696 : Setting land height costs money in no-money scenarios
2019-02-10 22:14:23 +01:00
ζeh Matt
be491d3c6f
Bump network version
2019-02-09 23:27:26 +01:00
duncanspumpkin
640337159a
Increment network version
2019-02-08 14:08:55 +00:00
Ted John
907e43acd8
Merge pull request #8670 from IntelOrca/feature/download-objects
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Auto-download missing objects
2019-02-08 12:55:05 +00:00
ζeh Matt
436f15f22e
Merge pull request #8692 from ZehMatt/gameaction-things
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Handle unregistered game actions with error logging.
2019-02-07 23:39:11 +01:00
Ted John
3aa55ff875
Refactor and improve download of objects
2019-02-07 21:59:15 +00:00
Ted John
27f70e3656
Get basic object downloading working
2019-02-07 21:58:34 +00:00
ζeh Matt
f5e24bd973
Merge pull request #8652 from ZehMatt/network-window
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Network window
2019-02-07 21:10:03 +01:00
Duncan
d03bd95598
Register the ride set appearance action to prevent server crash ( #8691 )
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* Register the ride set appearance action to prevent server crash
* Bump network version
* Copy the type back when deserialising
This should really be fixed by adding RideSetAppearanceType to the dataserialiser
* Switch the types to prevent possible serialiser issues
2019-02-07 19:53:09 +00:00
Matt
ecd4f61115
Add Network window
2019-02-07 18:50:58 +01:00
Matt
2931ac6e31
Track bytes sent and received in Network.
2019-02-07 18:50:58 +01:00
Matt
1553cf8c58
Bump up network version.
2019-02-07 18:36:44 +01:00
Matt
b071be49bd
Add checks for unregistered game actions and report errors.
2019-02-07 18:35:03 +01:00
duncanspumpkin
5e319a4a37
Increment network version
2019-02-07 10:16:20 +00:00
Duncan
b27923093c
Fix #7987 : Broken track designs increase money by MONEY32_UNDEFINED
2019-02-06 22:20:42 +01:00
duncanspumpkin
752df2607a
Increment network version
2019-02-05 20:39:53 +00:00
duncanspumpkin
8a69b89df6
Move Staff Set Orders into game action framework.
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Split up costume and order game commands
2019-02-05 20:38:18 +00:00
Duncan
c436a656ad
Merge pull request #8666 from cgdolan/develop
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Implement game action for sign set style
2019-02-05 20:35:11 +00:00
Christopher G. Dolan
19a58fa5fe
Fix format, move validation logic to query, update network version
2019-02-04 17:30:45 -08:00
Michał Janiszewski
8a395e3706
Fix misaligned access ( #8665 )
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Platforms like ARM are very sensitive to unaligned access. This change
makes sure the addresses obey the C++ standard and are properly aligned.
2019-02-04 23:15:14 +01:00
Michał Janiszewski
604da7ce01
Merge pull request #8661 from tomlankhorst/refactor-random
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Refactor random engine
2019-02-03 23:29:10 +01:00
Tom Lankhorst
16691b22ba
Use state struct
2019-02-01 19:29:43 +01:00
Tom Lankhorst
6a42a95495
Refactor random engine
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Introduce RotateEngine and Rct2Engine, FixedSeedSequence and Rct2Seed.
Adhere respectively to requirements `RandomNumberEngine` and `SeedSequence`.
Can be used with C++11 adaptors and distributions in <random>.
2019-02-01 14:32:04 +01:00
Matt
4026ead774
Fix #8653 : crash when peeps attempt to enter a ride with no vehicles.
2019-01-30 13:16:45 +01:00
Tom Lankhorst
0233795add
Fix #8642 : Likely mistake in entrance fee check
2019-01-28 11:15:49 +01:00
Michael Steenbeek
247e89eb53
Revert duck fix
2019-01-24 10:40:04 +01:00
deurklink
5e39147b76
Fix #8584 : Ducks spawning function doesnt check tiles 0..63 (original bug) ( #8614 )
2019-01-20 13:20:01 +01:00
ζeh Matt
a34422dc26
Fix #8591 : Game loop does not run at a consistent tick rate of 40 Hz ( #8594 )
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* Fix #8591 : Run game loop at consistent tick rate of 40hz.
* Update distribution/changelog.txt
Co-Authored-By: ZehMatt <m.moninger.h@gmail.com >
2019-01-17 23:22:27 +01:00
deurklink
51fc2fe84a
Feature #8583 : Add booster pieces for water coaster
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Co-Authored-By: deurklink
2019-01-14 22:17:52 +01:00
Michał Janiszewski
0d2fd33fd8
Bump network version
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Co-Authored-By: ZehMatt <m.moninger.h@gmail.com >
2019-01-07 09:04:51 +01:00
Ted John
0328355f9e
Include stdexcept instead of exception ( #8559 )
2019-01-05 22:12:47 +01:00
Michał Janiszewski
c5e1abcfb1
Fix implicit fallthroughs
2019-01-02 22:30:57 +01:00
Matt
6e2514cd0d
Refactor sprite_checksum, returns rct_sprite_checksum now.
2018-12-29 19:23:27 +01:00
Michał Janiszewski
54403aca06
Fix the no-HTTP builds
2018-12-28 22:27:33 +01:00
Michael Steenbeek
2530cd1ac3
Fix #8426 : Queue banner left behind after ride demolition
2018-12-22 15:34:17 +01:00
Michael Steenbeek
65dcdf77ea
Fix #8508 : Underground roto-drop is not going up
2018-12-22 11:56:00 +01:00
ζeh Matt
b572fffafa
Merge pull request #8457 from ZehMatt/refactor/game-action-name
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Automatically expose game action name via macro.
2018-12-20 23:17:49 +01:00
Matt
4ff2dbd108
Automatically expose game action name via macro.
2018-12-20 22:20:58 +01:00
ζeh Matt
7568123a9d
Fix #8482 : Pending player list not being reset. ( #8483 )
2018-12-19 20:34:41 +01:00
ζeh Matt
183e508c4d
Merge pull request #8465 from ZehMatt/fix-8464
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Fix #8464 : Crash on game shutdown.
2018-12-18 00:55:22 +01:00
Michał Janiszewski
ea61be5ebe
Prevent logging from using already-freed game command ( #8473 )
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gc variable is held by reference in the scope above, pointing to the
queue's beginning.
2018-12-17 23:56:01 +01:00
Matt
8e2e60b117
Fix #8464 : Crash on game shutdown.
2018-12-17 23:51:43 +01:00
ζeh Matt
7d19a5bc77
Refactor memcpy to std::memcpy and memset to std::memset ( #8408 )
2018-12-15 22:23:31 +01:00
Gymnasiast
748da25f78
Fix omission from #8453
2018-12-15 21:34:14 +01:00
Gymnasiast
600d32807d
Fix #8033 : Crash when placing 64th sign
2018-12-15 20:34:28 +01:00
Ted John
fecf4ac3e8
Fix #8434 : Crash if curl_easy_init fails
2018-12-14 17:10:50 +00:00
Michael Steenbeek
cf44ea7e24
Fix #3832 : Track piece colour scheme paint not network-safe
2018-12-11 22:17:52 +01:00
roosen5
d9806305b0
Fix #8358 : infinite loop when changing vehicle count on stopped ride. ( #8375 )
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The sprite_remove in Sprite.cpp tries to find itself inside the quadrant.
It does not find itself, and because the rest of the code assumes that it will always find it
The normal code tries to set the value of the next_in_quadrant so that whoever points at it, will now point at its next sprite.
But because it didn't find whoever was pointing to it, it would set the pointer to SPRITE_INDEX_NULL to its next sprite.
This would lead to cycles in the linked list
The reason that the sprite was not found is that during the entry of a ride, the position of a peep is set to LOCATION_NULL
Exiting a ride sets it back to whatever the location is of an exit.
However stopping a ride that still has people in it would go wrong, as the people are removed from the ride through ride_remove_peeps
This function was called during the PaintWindows.
The fact that this function is called during the painting is the problem, because of the tweening:
Before painting all the positions are stored (Which would at that point be the LOCATION_NULL), during the painting
the peep would be removed from the ride, setting their location to the enrance/exit
After painting is done all the positions are restored again, so the patched position is forgotten and then it would be
removing a sprite with location LOCATION_NULL and that goes wrong
The fix is to have the window update outside of paint
2018-12-09 20:46:04 +01:00