diff options
-rw-r--r-- | changelog.txt | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/changelog.txt b/changelog.txt index 3590eb1f1..c65fe02a9 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,40 +1,40 @@ 1.2.0-beta2 (2012-01-07) ------------------------------------------------------------------------ --Feature: [NewGRF] Allow read-only display of NewGRF parameters, if GRF list may not be edited (r23760) --Feature: [NewGRF] Alternate rail type label list (r23758) --Feature: Make the default secondary sort method for the server list the number of clients instead of the name (r23710) --Feature: Try harder to sort text instead of fancy characters in the server names (r23709) --Feature: Make a distinction between fully zoomed in and default zoomed in screenshots [FS#4916] (r23695) --Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites (r23670) --Feature: [GS] GSGoal::Question(), to ask a question to a(ll) company(ies). It can contain random text, and at most 3 buttons from a collection of 17 (r23731) --Feature: Australian translation (r23730) --Fix: Make default timeouts for certain network states lower and configurable [FS#4955] (r23764) --Fix: Check whether a water tile is really empty when overbuilding it with an object [FS#4956] (r23763) --Fix: The check for duplicate town names was not really working [FS#4951] (r23759) --Fix: Missing locking causing crash is extreme case when being in the MP lobby [FS#4938] (r23752) --Fix: [Win32] Work around a possible deadlock when initialising threaded drawing (r23749) --Fix: Make vehicle variables A8 and A9 always return 0. Returning cur_image is a potential desyncer due to Action1 in static NewGRFs (r23748) --Fix: Also set 'info' to NULL if 'instance' dies (for both AI and GS); avoids invalid memory reads (r23746) --Fix: If autorefit fails, count the vehicle capacity nevertheless, if it is already carrying the right thing (r23745) --Fix: [NewGRF] Check the version of the right GRF [FS#4923] (r23744) --Fix: [NewGRF] Call CB 15E for all vehicles before actually executing any refit [FS#4906] (r23743) --Fix: Cheating to different climates messes things even more up than changing NewGRFs in-game so it was removed [FS#4939] (r23733) --Fix: When cheating into another company, the SignList was not updated [FS#4942] (r23728) --Fix: Reading memory of a temporary (already deconstructed) object is invalid (r23721) --Fix: [Script] Show the script debug window also when the game script crashes [FS#4935] (r23720) --Fix: Extraction of music packs failed [FS#4930] (r23719) --Fix: [AI] Rescanai caused crash when the AI settings of an AI was opened [FS#4936] (r23718) --Fix: Ships going to wrong dock location when moving the dock while the game is paused [FS#4927] (r23717) --Fix: The amount of goals was too low [FS#4928] (r23699) --Fix: Hardcode the original defaults for loading old savegames if they could totally mess with the game's behaviour [FS#4859] (r23693) --Fix: Infrastructure count of canals/locks/ship depots was not updated properly when a company went into bankruptcy or was taken over [FS#4921] (r23686) --Fix: When fitting another engine the cargo capacity of wagons could become lower, causing them to contain more than they should. This caused the cargo transfer from the replaced parts to put even more stuff in the already full wagon. Prevent this from happening by reducing the amount of cargo in the vehicle to the capacity when moving vehicles/wagons around, or when autoreplacing [FS#4912] (r23683) --Fix: Vehicle numbers got misaccounted when autoreplacing failed due to length checks [FS#4914] (r23681) --Fix: [AI] Prevent removal of the (AI) company the local player is in [FS#4915] (r23680) --Fix: [Script] Close the editbox of settings when changing an AI, to avoid invalid memory read/write (r23678) --Fix: [Script] Invalidate AI Parameters window when changing AI [FS#4909] (r23677) --Fix: When removing road stops the wrong tile was checked for updating the infrastructure cache [FS#4913] (r23676) --Fix: [Script] The 'Configure' button in the 'AI / Game Configuration' window did not get enabled when activating a GameScript (r23668) +- Feature: [NewGRF] Allow read-only display of NewGRF parameters, if GRF list may not be edited (r23760) +- Feature: [NewGRF] Alternate rail type label list (r23758) +- Feature: Make the default secondary sort method for the server list the number of clients instead of the name (r23710) +- Feature: Try harder to sort text instead of fancy characters in the server names (r23709) +- Feature: Make a distinction between fully zoomed in and default zoomed in screenshots [FS#4916] (r23695) +- Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites (r23670) +- Feature: [GS] GSGoal::Question(), to ask a question to a(ll) company(ies). It can contain random text, and at most 3 buttons from a collection of 17 (r23731) +- Feature: Australian translation (r23730) +- Fix: Make default timeouts for certain network states lower and configurable [FS#4955] (r23764) +- Fix: Check whether a water tile is really empty when overbuilding it with an object [FS#4956] (r23763) +- Fix: The check for duplicate town names was not really working [FS#4951] (r23759) +- Fix: Missing locking causing crash is extreme case when being in the MP lobby [FS#4938] (r23752) +- Fix: [Win32] Work around a possible deadlock when initialising threaded drawing (r23749) +- Fix: Make vehicle variables A8 and A9 always return 0. Returning cur_image is a potential desyncer due to Action1 in static NewGRFs (r23748) +- Fix: Also set 'info' to NULL if 'instance' dies (for both AI and GS); avoids invalid memory reads (r23746) +- Fix: If autorefit fails, count the vehicle capacity nevertheless, if it is already carrying the right thing (r23745) +- Fix: [NewGRF] Check the version of the right GRF [FS#4923] (r23744) +- Fix: [NewGRF] Call CB 15E for all vehicles before actually executing any refit [FS#4906] (r23743) +- Fix: Cheating to different climates messes things even more up than changing NewGRFs in-game so it was removed [FS#4939] (r23733) +- Fix: When cheating into another company, the SignList was not updated [FS#4942] (r23728) +- Fix: Reading memory of a temporary (already deconstructed) object is invalid (r23721) +- Fix: [Script] Show the script debug window also when the game script crashes [FS#4935] (r23720) +- Fix: Extraction of music packs failed [FS#4930] (r23719) +- Fix: [AI] Rescanai caused crash when the AI settings of an AI was opened [FS#4936] (r23718) +- Fix: Ships going to wrong dock location when moving the dock while the game is paused [FS#4927] (r23717) +- Fix: The amount of goals was too low [FS#4928] (r23699) +- Fix: Hardcode the original defaults for loading old savegames if they could totally mess with the game's behaviour [FS#4859] (r23693) +- Fix: Infrastructure count of canals/locks/ship depots was not updated properly when a company went into bankruptcy or was taken over [FS#4921] (r23686) +- Fix: When fitting another engine the cargo capacity of wagons could become lower, causing them to contain more than they should. This caused the cargo transfer from the replaced parts to put even more stuff in the already full wagon. Prevent this from happening by reducing the amount of cargo in the vehicle to the capacity when moving vehicles/wagons around, or when autoreplacing [FS#4912] (r23683) +- Fix: Vehicle numbers got misaccounted when autoreplacing failed due to length checks [FS#4914] (r23681) +- Fix: [AI] Prevent removal of the (AI) company the local player is in [FS#4915] (r23680) +- Fix: [Script] Close the editbox of settings when changing an AI, to avoid invalid memory read/write (r23678) +- Fix: [Script] Invalidate AI Parameters window when changing AI [FS#4909] (r23677) +- Fix: When removing road stops the wrong tile was checked for updating the infrastructure cache [FS#4913] (r23676) +- Fix: [Script] The 'Configure' button in the 'AI / Game Configuration' window did not get enabled when activating a GameScript (r23668) 1.2.0-beta1 (2011-12-24) |