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2008-02-10(svn r12102) -Feature: Allow locking individual transparency settings so ↵maedhros
they will not be changed by pressing 'x'. (Roujin)
2008-02-10(svn r12101) -Fix (r12100): there are void tiles at MapMaxX,Y - have to ↵smatz
substract one to be on water border tiles
2008-02-10(svn r12100) -Fix (r12042): check for water class of surrounding tiles fails ↵smatz
for buoys at map borders
2008-02-10(svn r12099) -Documentation: add new RailGroundType to landscape.htmlsmatz
2008-02-10(svn r12098) -Fix: make snow appear on rail tiles dependant on track height, ↵smatz
not on height of the lowest part of the tile
2008-02-10(svn r12097) -Fix (r654, r1525): loading old, pre savegame version 2, savegames.glx
2008-02-09(svn r12096) -Fix: remove leftover property when loading older savegamessmatz
2008-02-09(svn r12095) -Fix [FS#1703]: when a company bankrupts, remove drive-through ↵smatz
road stops, ship depots and buoys too. Update owners of water and road.
2008-02-09(svn r12094) -Codechange: use DC_BANKRUPT command flag when removing player ↵smatz
property to allow further fixes
2008-02-09(svn r12093) -Fix: do not set station owner for buoys when merging companysmatz
2008-02-09(svn r12092) -Fix(r11532)[FS#1755]: Make sure the production level will not ↵belugas
get out of delimited boundaries, while using var result 0D/0E and than multiplying/dividing it. And use multiply/divide operations instead of shifting. It does the same, just adds a bit more readability
2008-02-09(svn r12091) -Codechange : remove all production level magic numbers and ↵belugas
replace them by enums
2008-02-09(svn r12090) -Codechange : removed a magic number and code style application ↵belugas
on enum ExpensesType
2008-02-09(svn r12089) -Cleanup: re-order, yet another time, the files in msvc projectsbelugas
2008-02-08(svn r12088) -Fix: assert when loading savegame with wrong tiletype at south ↵smatz
map borders
2008-02-08(svn r12087) -Fix: MSVC warningsglx
2008-02-08(svn r12086) -Fix [FS#1747] (r11425): check overrides only for industries ↵glx
when mapping newgrf entities to 'real' entities
2008-02-08(svn r12085) -Fix(r12058): Road vehicles could get stuck, when NPF told them ↵frosch
to reverse on junction tiles. (spotted by SmatZ)
2008-02-08(svn r12084) -Fix: 'Early retirement'-properties are signed.frosch
2008-02-07(svn r12083) -Cleanup: Adding some more files in MSVC projectsbelugas
2008-02-07(svn r12082) -Cleanup: MSVC projects do not care about the directory of the ↵belugas
file while sorting. Only the "Absolute" name matters
2008-02-07(svn r12081) -Codechange: Rename table/roadveh.h to table/roadveh_movment.hbelugas
It is more descriptive name and it will not upset the generate script anymore
2008-02-07(svn r12080) -Fix: update waypoint signs when changing languageglx
2008-02-07(svn r12079) -Fix: Use search paths when opening console scripts.peter1138
2008-02-07(svn r12078) -Cleanup: Add missing headers on project filesbelugas
2008-02-07(svn r12077) -Cleanup: Remove files not used anymore from project filesbelugas
2008-02-07(svn r12076) -Fix: when reusing a renamed deleted waypoint, keep the new nameglx
2008-02-06(svn r12075) -Codechange: Remove explicit numbering on command enum, and ↵peter1138
remove blanks from command list where old commands have been removed.
2008-02-06(svn r12074) -Cleanup: use C++ variable scope and declaration in ↵smatz
DrawTile_Trees()
2008-02-06(svn r12073) -Codechange: stop drawing trees a bit earlier when they are ↵smatz
invisible
2008-02-06(svn r12072) -Fix: Make docks at sea flood neighboured tiles.frosch
2008-02-06(svn r12071) -Feature(ette): Draw river- and canal-edges under docks and ↵frosch
shipdepots.
2008-02-06(svn r12070) -Cleanup(r12042): Water-owner of shipdepots is no longer ↵frosch
needed. Removed.
2008-02-06(svn r12069) -Feature[newGRF]: Specify the purchase, rail and road ↵belugas
description of a bridge.
2008-02-06(svn r12068) -Fix(r12067): forgot a returnbelugas
2008-02-05(svn r12067) -Cleanup: Codestyle on loading object referencespeter1138
2008-02-05(svn r12066) -Codechange: Rename GetBridge for the more common GetBridgeSpecbelugas
-Codechange: Remove direct access to the _bridge table in favor of the above mentioned GetBridgeSpec -Codechange: Rationalize the use of Bridge type pointer
2008-02-05(svn r12065) -Codechange : removed a now useless declaration ( orig_bridge )belugas
2008-02-05(svn r12064) -Codechange : Give grf bridges their own ResetBridges function, ↵belugas
and put bridge spec in table/bridge_land.h, where it should be.
2008-02-05(svn r12063) -Cleanup: use C++ indenting and variable scope/declaration in ↵smatz
BuildTownHouse()
2008-02-04(svn r12062) -Fix: possible deadlock when there are no houses available to ↵smatz
build at given tile -Fix: houses with zero probability could be built
2008-02-04(svn r12061) -Cleanup: since r12060, DC_FORCETEST is not used anymoresmatz
2008-02-04(svn r12060) -Fix: do not clear tiles when the town won't be able to build ↵smatz
any buildings anyway -Fix: allow building 2x2 building on slopes if not explicitly forbidden -Fix: it was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed
2008-02-04(svn r12059) -Fix (r12041): industries prop 24 is a wordglx
2008-02-04(svn r12058) -Fix: Teach NPF where road vehicles and trams can reverse.frosch
-Fix: Ships can drive through opponents' ship depots. (Thanks SmatZ) -Codechange: Split NPFFollowTrack() in smaller parts.
2008-02-04(svn r12057) -Fix: slowdown train when approaching 90deg turn when 90deg ↵smatz
turns are forbidden
2008-02-04(svn r12056) -Fix [FS#1704]: Enable YAPF to start searching inside a wormhole.frosch
2008-02-04(svn r12055) -Fix: another way to fix AI trying to build road through depotssmatz
2008-02-04(svn r12054) -Cleanup: Use VehicleType instead of byte for vehicle types...peter1138
2008-02-03(svn r12052) -Fix [FS#1737] (r11494): The cargo translation table was loaded ↵maedhros
at the right time, but all the other global variables were now loaded too early. ;)