Age | Commit message (Collapse) | Author |
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finnish: 14 changes by ln
catalan: 8 changes by juanjo
polish: 7 changes by xaxa
dutch: 7 changes by JanWillem
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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.
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penalties differ.
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consumed while on final bridge end.
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dutch: 2 changes by JanWillem
russian: 4 changes by Lone_Wolf
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Added special characters to mostly Slovak towns, a few Spanish, and one Turkish.
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dutch: 13 changes by JanWillem
hungarian: 4 changes by Brumi
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This was most likely broken for months, if not years.
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This might break older Haiku versions, but it is hard to tell.
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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.
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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.
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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 :(
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finnish: 40 changes by hpiirai
english (us): 19 changes by njn
spanish (mexican): 3 changes by njn
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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.
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crashes setting. (#7325)
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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
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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.
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setting (there's a cheat for this)
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'_openttd_newgrf_version' accordingly. (#7317)
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catalan: 62 changes by juanjo
french: 11 changes by glx
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from group window in multiplayer.
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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.
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vehicles with the same base introduction date (#7147)
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croatian: 6 changes by VoyagerOne
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This allows allows NewGRF object/industry placement rules to treat trees on coast tiles the same as regular bare coast.
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the cargo was delivered to
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system. (#7304)
This provides a notable performance benefit in the Sign List window when there are many signs.
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formatting/drawing. (#7305)
This is a very minor performance increase which can add up during operations such
as sorting. Performance impact my be platform/compiler dependent.
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turkish: 4 changes by DarkSapling
danish: 10 changes by Deb622
norwegian (bokmal): 11 changes by Leifbk
portuguese: 11 changes by vesgo
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