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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-19 10:22:39 +01:00

(svn r24003) [1.2] -Backport from trunk:

- Fix: Do not load a game during UpdateWindows as that might trigger changing the blitter which triggers re-entrant locking (r23980, r23977)
- Fix: [SDL] Palette update was done too late making switching from 8bpp -> 32bpp look ugly (r23978)
- Fix: Sprites of different zoom levels were not always padded correctly to a common size (r23976)
- Fix: Also save the maximum travel speed for the current vehicle order (r23973)
This commit is contained in:
rubidium
2012-03-04 16:33:13 +00:00
parent 8f8be22bc9
commit 9d168228e7
5 changed files with 49 additions and 27 deletions

View File

@@ -1732,10 +1732,11 @@ void DrawDirtyBlocks()
_modal_progress_paint_mutex->BeginCritical();
_modal_progress_work_mutex->BeginCritical();
if (_switch_mode != SM_NONE && !HasModalProgress()) {
SwitchToMode(_switch_mode);
_switch_mode = SM_NONE;
}
/* When we ended with the modal progress, do not draw the blocks.
* Simply let the next run do so, otherwise we would be loading
* the new state (and possibly change the blitter) when we hold
* the drawing lock, which we must not do. */
if (_switch_mode != SM_NONE && !HasModalProgress()) return;
}
y = 0;