* Let security guards alternate between slow and fast walking
* Alternate based on amount of nearby guests instead
* Optimise loop to exit early once threshold has been reached
* Only count walking guests for security crowdedness
* Update replay bundle to v0.0.89
* Update NetworkBase.cpp
Added the following binds for completeness:
- ignoreRidePrice
- makeAllDestructible
- forcedParkRating*
`allowSpecialColourSchemes` was missing from the type definition file so I added that as well.
\*forcedParkRating required a little more logic than the boolean cheats and I added some safeguards to prevent setting invalid values
- Feature: [#24411] Vanilla scenarios now also have previews in the scenario selection window.
- Feature: [#24616] Add ability to scroll map with gamepad sticks.
- Feature: [#24662] Add optional screenshot argument for Z coord.
- Improved: [#22684] The limit of 2000 animated tile elements has been removed.
- Improved: [#23228] Landscape edge doors now animate opening and closing and play a sound.
- Improved: [#24026] Notification settings have been made into a tab of the Recent Messages window.
- Improved: [#24569, #24710] Add ten additional translations to the Windows installer.
- Change: [#24559] Scenario options are now disabled rather than hidden when disabling money makes them non-applicable.
- Change: [objects#383] Disable all base colours on non-remappable WWTT vehicles, change black to light_blue.
- Change: [objects#384] Remove erroneously enabled WWTT third remaps.
- Removed: [#24628] “Pause game when Steam overlay is open” feature (already broken for a long time).
- Removed: [#24640] Grouping by difficulty (instead of per campaign) in the scenario selector.
- Fix: [#15846] Rightclicking on track piece when there is construction below does not work.
- Fix: [#16176, #23113] Animated tile elements do not always redraw when there is over 2000.
- Fix: [#17365] The slope of new land surfaces is only correct on one side when shifting and resizing the map.
- Fix: [#18080] Obsolete official .DAT files can be loaded accidentally.
- Fix: [#21703] Scenery wall doors get stuck open if the game is saved and loaded whilst they are open.
- Fix: [#24456] Zoomed out vehicles on the ride window tab can sometimes draw incorrectly.
- Fix: [#24458] Vehicles in the ride window vehicle tab are offset differently than vanilla RCT2, and the sprites are cut off at the bottom.
- Fix: [#24576] It is possible to edit open rides in certain circumstances.
- Fix: [#24589] Music tab doesn’t fully render in multiplayer.
- Fix: [#24615] Blank strings in Windows installer.
- Fix: [#24617] ‘Divide by zero’ error when updating boat hire acceleration.
- Fix: [#24626] Viewports that only follow sprites (e.g. in the Ride and Guest windows) can be made to unfollow them.
- Fix: [#24661] `convert` console command always crashes with a segmentation fault.
- Fix: [#24666] `convert` console command rejects files with an SV7 extension.
- Fix: [objects#388] ‘Italian Police Ride’ has a non-functional first remap colour.
This is barely used, complicates the scenario selector and Options window, and will get in the way when adding RCTC and custom campaign support. Time to remove it.
* Add RCT1 land edge door map animations
* Only animate landscape edge doors if door exists
* Move Vehicle::UpdateLandscapeDoorA function
* Merge Vehicle::UpdateLandscapeDoor functions
* Only animate land edge doors if track is below surface height
* Play door sounds for land edge doors
* Add changelog entry for landscape edge door animations
Some viewports, like the one in the guest window or the ride window, are
solely for the purpose of following a sprite. User could still try
RMB-dragging in those windows, which would result in the viewport no
longer following the sprite, but also not scrolling and simply getting
stuck at whatever the latest position was. This change prevents allowing
those viewports from unfollowing a sprite.
As shown in https://github.com/OpenRCT2/OpenRCT2/pull/24618, the steam
overlay feature doesn't work well and can cause jarring user experience
in some scenarios. It is only supported in the software renderer and
with code moving steadily to OpenGL, the time has come to remove a
broken feature.