Age | Commit message (Collapse) | Author |
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for a new company instead of zeroing them.
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checkout failed
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for all vehicle types
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information
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company-based settings, so in a multiplayer game everyone can change them.
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company was changed from spectator to company 0 in the network code.
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spectator. This to reduce the difference between dedicated and non-dedicated servers and normal clients.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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with calls to CmdChangeCompanySetting
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with given coordinates
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multiplayer games
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company names is open
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settings: the default set in the main menu / config file is now really the default for a new company, and changing the value in game will no longer change the default for new companies.
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TinyEnumT if the stuff provided by TinyEnumT but not SimpleTinyEnumT is not used.
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constant and unduplicate a few lines.
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assigned
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initialize or load
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gcc4+, older versions give many useless false positives
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const is (accidentally?) removed using C-style casts.
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unnecessarily add it.
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when there's no zlib as it's done for the GUI already
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calling external binaries it resolves paths which causes comparisons between a resolved and unresolved path. So always use the resolved path instead of the unresolved one.
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the news are triggered, so it stays valid when the company bankrupts or is taken over.
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icelandic - 31 fixed, 14 changed by scrooge (45)
indonesian - 17 fixed by adjayanto (17)
serbian - 84 fixed by etran (84)
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vehicles/stations/industries are deleted.
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aligned at 8-byte boundary, ensure it for MemBlock
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messages. Esp. do not close them automatically after some time.
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newgrf parameters instead of treating them as invalid.
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and remove two of them.
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infinite loop due to v->Next() pointing to v itself.
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'.', but with the last '.'. This way depend doesn't fail if there's a dot in your path, e.g. 'gcc-4.4'.
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command to the console's history
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source station is deleted
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when the new pool was added, which mean there weren't enough spritegroups when you have more than about a dozen ECS vectors.
-Change: increase the spritegroup pool's maximum size to something more than the number of real sprites that OpenTTD can handle; for example ECS has about 30 spritegroups per real sprite. With the 'old' limit that would mean 'only' about 4000 real sprites worth of spritegroups could be loaded.
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(thanks SmatZ)
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valid signs. This makes AISign::GetMaxSignID obsolete.
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'features' of 0.3.2.1, which was released only 5 years ago.
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instead of using a big union
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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