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Fix calculating wide path status (#22827)
* Fix calculating wide path status * Increment kNetworkStreamVersion * Add comment regarding excluded tile ratio * Add changelog entry
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3 changed files with 7 additions and 1 deletions
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@ -9,6 +9,7 @@
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- Change: [#22740] Add virtual floor to shifted track design placement.
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- Change: [#22740] Add virtual floor to shifted track design placement.
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- Change: [#22795] Replace Giga Coaster and Twister Roller Coaster booster images.
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- Change: [#22795] Replace Giga Coaster and Twister Roller Coaster booster images.
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- Fix: [#2614] The colour tab of the ride window does not hide invisible cars (original bug).
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- Fix: [#2614] The colour tab of the ride window does not hide invisible cars (original bug).
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- Fix: [#7672] Wide path status is set to all ‘wide’ paths, instead of only a quarter, impeding pathfinding.
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- Fix: [#15406] Tunnels on steep Side-Friction track are drawn too low.
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- Fix: [#15406] Tunnels on steep Side-Friction track are drawn too low.
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- Fix: [#21959] “Save this before...?” message does not appear when selecting “New Game”.
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- Fix: [#21959] “Save this before...?” message does not appear when selecting “New Game”.
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- Fix: [#22231] Invalid object version can cause a crash.
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- Fix: [#22231] Invalid object version can cause a crash.
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@ -49,7 +49,7 @@ using namespace OpenRCT2;
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// It is used for making sure only compatible builds get connected, even within
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// It is used for making sure only compatible builds get connected, even within
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// single OpenRCT2 version.
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// single OpenRCT2 version.
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constexpr uint8_t kNetworkStreamVersion = 0;
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constexpr uint8_t kNetworkStreamVersion = 1;
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const std::string kNetworkStreamID = std::string(OPENRCT2_VERSION) + "-" + std::to_string(kNetworkStreamVersion);
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const std::string kNetworkStreamID = std::string(OPENRCT2_VERSION) + "-" + std::to_string(kNetworkStreamVersion);
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@ -1596,6 +1596,11 @@ void FootpathUpdatePathWideFlags(const CoordsXY& footpathPos)
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// FootpathClearWide(x, y);
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// FootpathClearWide(x, y);
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// y -= 0x20;
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// y -= 0x20;
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// Only consider approx. 1/8 of tiles for wide path status
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// (NB: the other 7/8 do get cleared above!)
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if (!(footpathPos.x & 0xE0) || (!(footpathPos.y & 0xE0)))
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return;
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TileElement* tileElement = MapGetFirstElementAt(footpathPos);
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TileElement* tileElement = MapGetFirstElementAt(footpathPos);
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if (tileElement == nullptr)
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if (tileElement == nullptr)
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return;
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return;
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