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@ -19,6 +19,7 @@ This document does not describe the player-visible changes/additions described i
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* Emit a "crash" log, savegame and screenshot on multiplayer desync.
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* Add crash/desync information to output screenshot and savegame files.
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* Multiplayer server and client exchange desync logs after a desync occurs.
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* Multiplayer clients send state hashes and random values since the last sync to the server after a desync, to identify which frame first diverged.
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* Decrease sync frame period when desync occurs.
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#### Assertions
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@ -75,8 +76,7 @@ This document does not describe the player-visible changes/additions described i
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* Various data structures have been replaced with B-tree maps/sets (cpp-btree library).
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* Various lists have been replaced with vectors or deques, etc.
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* Remove mutexes from SmallStack, only used from the main thread.
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* Use std::string in CommandContainer instead of a giant static buffer.
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* Add a third parameter p3 to DoCommand/CommandContainer.
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* Add a third parameter p3, and an auxiliary data mechanism to DoCommand/CommandContainer.
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* Add a free bitmap for pool slots.
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* Maintain free list for text effect entries.
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* Many fields have been widened.
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@ -91,6 +91,7 @@ This document does not describe the player-visible changes/additions described i
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* Add vehicle flag to mark the last vehicle in a consist with a visual effect.
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* Index the vehicle list in per type arrays for use by CallVehicleTicks.
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* Cache whether the vehicle should be drawn.
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* Pre-compute engine refit capacity callbacks if possible.
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### Network/multiplayer
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@ -113,8 +114,10 @@ This document does not describe the player-visible changes/additions described i
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* Various forms of caching and incremental updates to the link graph overlay.
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* Change FlowStat from an RB-tree to a flat map with small-object optimisation.
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* Change FlowStatMap from an RB-tree to a B-tree indexed vector.
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* Change LinkGraph::EdgeMatrix to a sparse storage format.
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* Replace MCF Dijkstra RB-tree with B-tree.
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* Reduce performance issues when deleting stale links with refit to any cargo.
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* Dynamically adjust accuracy parameters in MCF 1st pass to avoid computing large numbers of excessively small flows.
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### Pathfinder
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@ -147,6 +150,8 @@ This document does not describe the player-visible changes/additions described i
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* Apply many optimisations to VarAction2 deterministic sprite groups.
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* Avoid making callbacks which can be pre-determined to be unhandled, or which can be statically determined ahead of time.
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* Avoid animating industry tiles which are not actually animated in the current layout.
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* Setting the animation frame to its current value no longer triggers a redraw.
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* Animation is not started if it can be determined that it would stop immediately.
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* Avoid unnecessarily triggering or redrawing NewGRF houses.
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### SDL2
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@ -182,3 +187,4 @@ This document does not describe the player-visible changes/additions described i
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* Change inheritance model of class Window to keep UndefinedBehaviorSanitizer happy.
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* Various other misc changes and fixes to reduce UndefinedBehaviorSanitizer and ThreadSanitizer spam.
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* Add a chicken bits setting, just in case.
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