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2019-03-09Codechange: Convert StationList from SmallVector to std::set.peter1138
2019-03-09Add: windowshade for rail station construction windowAndy
2019-03-09Add: Add flag and railtype sprite type to draw pre-combined ground sprites. ↵PeterN
(#7231)
2019-03-09Add: Chrono based TIC() and TOC() in debugGabda
2019-03-09Cleanup: changing variable names in TIC() and TOC()Gabda
Removing double underscores to be ANSI-C standard compliant.
2019-03-08Add: Road vehicle path cache. (#7261)PeterN
2019-03-08Fix 13962a847, 00d28a500: forgotten squirrel_export run (#7345)glx22
2019-03-08Update: Translations from eintstranslators
finnish: 14 changes by ln catalan: 8 changes by juanjo polish: 7 changes by xaxa dutch: 7 changes by JanWillem
2019-03-08Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept ↵PeterN
cargo to/from their neutral station. (#7234) This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry.
2019-03-08Add: AI API for vehicle group colours (#7336)PeterN
2019-03-08Change: Automatically use Trackdir node key as needed if ship curve ↵Peter Nelson
penalties differ.
2019-03-08Change: Add configurable curve penalty for ships.Peter Nelson
2019-03-08Fix #7334: Ship lost after crossing bridge due to path cache not being ↵peter1138
consumed while on final bridge end.
2019-03-07Update: Translations from eintstranslators
dutch: 2 changes by JanWillem russian: 4 changes by Lone_Wolf
2019-03-07Cleanup: Remove repeated network error message on connection timeout. (#7327)SamuXarick
2019-03-07Fix: spelling for a few real town names (#7338)nikolas
Added special characters to mostly Slovak towns, a few Spanish, and one Turkish.
2019-03-06Update: Translations from eintstranslators
dutch: 13 changes by JanWillem hungarian: 4 changes by Brumi
2019-03-05Fix: warnings when compiling with DJGPPPatric Stout
This was most likely broken for months, if not years.
2019-03-05Fix: mention Haiku in the README, including how to buildPatric Stout
2019-03-05Fix: warnings when compiling for a recent version of HaikuPatric Stout
This might break older Haiku versions, but it is hard to tell.
2019-03-05Remove: libtimidity support (NOT timidity support)Patric Stout
libtimidity was introduced with the support for PSP. PSP has been dropped almost a year ago, but this music driver was not. This corrects that oversight. timidity (via extmidi) still works fine. This purely removes the libtimidity support, which was only really available for PSP.
2019-03-05Remove: BeOS support (deprecated by Haiku)Patric Stout
In 10 years there is no commit to change how BeOS works, and we have no active maintainer for it. It is unlikely it works in its current state (but not impossible). With the arrival of SDL2 (and removal of SDL), BeOS is no longer support. SDL2 suggests to use Haiku instead of BeOS.
2019-03-05Codechange: removed some left-behind __NDS__ referencesPatric Stout
2019-03-05Remove: MorphOS / AmigaOS supportPatric Stout
In 10 years there is no commit to change how MorphOS works, and we have no active maintainer for it. It is unlikely it works in its current state (but not impossible). With the arrival of SDL2 (and removal of SDL), MorphOS is no longer support. There is an SDL2 port for MorphOS, but it is not maintained by upstream SDL2, and nobody can currently test it out. If anyone wants to re-add MorphOS, please do (revert this patch, fix the problems, and create a Pull Request). If you need any help doing so, let us know! It is not that we don't like MorphOS, it is that we don't have anyone fixing the problems :(
2019-03-05Update: Translations from eintstranslators
finnish: 40 changes by hpiirai english (us): 19 changes by njn spanish (mexican): 3 changes by njn
2019-03-04Add: Option for population-linear town cargo generationNiels Martin Hansen
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm. The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist. The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm. Existing savegames will use the original algorithm, while new games will default to the new algorithm.
2019-03-04Fix: Runway too short for large aircraft message should not depend on plane ↵PeterN
crashes setting. (#7325)
2019-03-04Update: Translations from eintstranslators
finnish: 39 changes by hpiirai french: 4 changes by glx hungarian: 4 changes by Brumi russian: 3 changes by Lone_Wolf korean: 20 changes by telk5093 croatian: 5 changes by VoyagerOne
2019-03-03Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ↵PeterN
ownership, not nearest town. (#7284) This only affects failed town generation, as towns do not delete bridges under any other circumstances. The existing test performed badly with a large number of towns due to having to calculate the nearest town, and also by its nature assumed a bridge was built by the nearest town, leading to bridges of nearby large towns be removed incorrectly. If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
2019-03-03Change: make crash chance at short runway independent of plane crash rate ↵Johannes E. Krause
setting (there's a cheat for this)
2019-03-03Change: Don't apply forbid 90 deg turn settings to ships.Peter Nelson
2019-03-03Change: Heading for 1.10 now (#7319)frosch
2019-03-03Fix: [AzurePipelines] also trigger CI on release branchesPatric Stout
2019-03-03Add: Detect stable tags automatically, and set the 'stable' flag in ↵frosch
'_openttd_newgrf_version' accordingly. (#7317)
2019-03-03Update: Translations from eintstranslators
catalan: 62 changes by juanjo french: 11 changes by glx
2019-03-03Fix #7308: SDL linker flags were not added on MinGWCharles Pigott
2019-03-03Fix 95ccddd6: SDL static library flags was not updated to use pkg-config formatCharles Pigott
2019-03-03Fix: Wrong variable was used in zlib detectionCharles Pigott
2019-03-03Fix 23960d0f2c: Company livery window shows incorrect groups when opened ↵peter1138
from group window in multiplayer.
2019-03-03Fix #7280: Save in the right location on desync and server timeoutNiels Martin Hansen
2019-03-03Change: Allow vehicle group names to be non-unique.Peter Nelson
Group names are visual identifiers, and do not need to be unique. Group sorting already falls back to group ID if names are the same, so that sorted list position is stable.
2019-03-03Add: Add parent_group_id parameter to CreateGroup()Peter Nelson
2019-03-03Add: AI function to get current usage of a group.Peter Nelson
2019-03-03Add: AI functions to get/set company colours.Peter Nelson
2019-03-03Add: AI functions to get current and last year profit of a group.Peter Nelson
2019-03-03Add: AI functions to set/get vehicle group parent.Peter Nelson
2019-03-02Change: Synchronize introduction date and reliability randomness across ↵Eddi-z
vehicles with the same base introduction date (#7147)
2019-03-02Doc: table alignment when viewing README.md as a monospace textfileJohannes E. Krause
2019-03-02Update: Translations from eintstranslators
croatian: 6 changes by VoyagerOne
2019-03-02Fix #7307: Add WaterClass to MP_TREES, set when trees are on coast tiles (#7309)Eddi-z
This allows allows NewGRF object/industry placement rules to treat trees on coast tiles the same as regular bare coast.