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2005-02-03(svn r1778) - Fix: [ 1115200 ] In the main menu, when starting a new game ↵matthijs
while the load game dialog is open, openttd asserts.
2005-02-03(svn r1777) Fix map generation for tropical and arctic landscape on ↵tron
larger/smaller maps
2005-02-03(svn r1776) -Add: Dynamic stations. You can now have up to 64k of stationstruelight
2005-02-02(svn r1775) -Fix: The NPF patch setting was not synced in network.truelight
REMINDER FOR ALL DEVELOPERS: We do have 2 patch-setting-arrays: player-based, server-based. PLEASE put your new patch setting in the right one... thank you :)
2005-02-02(svn r1774) -Fix: fixed an other possible crash related to previous committruelight
2005-02-02(svn r1773) -Fix: [ 1114950 ] Game crashed sometimes when there were no ↵truelight
industries in the map
2005-02-02(svn r1772) -Fix: [ 1114100 ] Dedicated server boots againtruelight
2005-02-02(svn r1771) -Add: Industries are now dynamic (up to 64k industries). Generating truelight
1kx1k maps should now be much faster, and give more than just oil-stuff ;)
2005-02-02(svn r1770) -Fix: Hopefully last pieces of code that are containing a station-idtruelight
(and should be an uint16, not uint8)
2005-02-02(svn r1769) Don't compute the same value twice, remove one function calltron
2005-02-02(svn r1768) -Codechange: Store town index in _map2 of town tilescelestar
Moved house type from _map2 to _map3_hi for MP_HOUSE Moved foundation and roadworks from _map2 to _map3 for MP_STREET This increases game speed by a factor of around 15(!) if many cities are around. Converting an old game is done automagically, but can take a while
2005-02-01(svn r1767) fixed mixed declarations and code in last commit (oops)bjarni
2005-02-01(svn r1766) - Feature: Aircrafts will now go to the nearest hangar if the ↵bjarni
next airport in the orders do not have one (helipads) - Fix: sometimes aircrafts would not go to the hangar even when they should. They do now
2005-02-01(svn r1765) -Fix: on loading, the total amount of towns wasn't reset to zerotruelight
2005-02-01(svn r1764) -Add: dynamic towns, you can now have up to 64k towns (let me ↵truelight
know when you have that amount of towns in a map ;))
2005-02-01(svn r1763) -Add: pool.c / pool.h: generalized routines for dynamic arrays ↵truelight
(MemoryPools)
2005-02-01(svn r1762) -Codechange: renamed 'MemoryPool' to 'SettingsMemoryPool' (we need truelight
MemoryPool for general-dynamic-arrays)
2005-02-01(svn r1761) Don't set CC and CXXtron
If somebody tried to use alternate compilers via an environment variable the assignment in the Makefile simply overwrote that.
2005-02-01(svn r1760) -Fix: [ 1113399 ] Game no longer crashes when right-clicking a ↵celestar
disabled Full Load button
2005-02-01(svn r1759) Daily/Weekly/Monthly langfile updatesmiham
2005-02-01(svn r1758) Replace `` with $(shell), because the latter is only evaluated ↵tron
once instead of over and over again
2005-01-31(svn r1757) Stop the new AI from trying to build its HQ on non-existent tilestron
2005-01-31(svn r1756) Cleanup: if cascade -> switch, uint -> TileIndextron
2005-01-31(svn r1755) Trim trailing whitespacetron
2005-01-31(svn r1754) - Fix: you can once again load newgrf files with lots of ↵darkvater
sprites. Index wasn't reset in second run, thus counting them double.
2005-01-31(svn r1753) - Fix: [ 1113037 ] crash when accessing hi-scores in editor, it ↵darkvater
is now disabled.
2005-01-31(svn r1752) - Fix: MSVC acting up once again, as well as project file ↵darkvater
updates for the missing files.
2005-01-31(svn r1751) - Feature: New PathFinder (NPF).matthijs
- Supports trains, road vehicles and ships. - Uses A* pathfinding (same codebase as the new ai). - Currently unlimited search depth, so might perform badly on large maps/networks (especially ships). - Will always find a route if there is one. - Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values). - With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again. - Feature: Disabling 90 degree turns for trains and ships. - Requires NPF to be enabled. - Ships and trains can no longer make weird 90 degree turns on tile borders. - Codechange: Removed table/directions.h. - table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location? - Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault. - Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64. - Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED. - Codechange: Moved TileAddWrap() to map.[ch] - Add TileIndexDiffCByDir(), TileIndexDiffCByDir(). - Codechange: Moved IsTrainStationTile() to station.h - Add: IsRoadStationTile() and GetRoadStationDir().
2005-01-31(svn r1750) - Feature: [ 1093261 ] Saving vehicle sorting criteria for each ↵darkvater
vehicle type (bociusz)
2005-01-31(svn r1749) Move the functions which calculate distances to map.[ch] and ↵tron
give the more meaningful names
2005-01-31(svn r1748) Enforce map size limitstron
2005-01-31(svn r1747) - Fix: [network] ottd should compile when networking is disabled.darkvater
- Change: change strgen project file to get rid of warning.
2005-01-30(svn r1746) - Feature: [GUI] [ 1107690 ] Resizable orders GUI (nzhook)darkvater
2005-01-30(svn r1745) Use -fno-inline when DEBUGingtron
2005-01-30(svn r1744) DEBUG and PROFILE can be used at the same time.tron
2005-01-30(svn r1743) -Fix: Multistop: Added some debug output and made sure that ↵celestar
orphaned slots are cleared.
2005-01-30(svn r1742) - Fix: fixed bug introduced in r1730 where AI players had ↵bjarni
problems when building aircrafts
2005-01-30(svn r1741) - Fix: added IsVehicleIndex() so it's possible to protect ↵bjarni
GetVehicle() from reading an invalid vehicle index - Fix: added check for v->type in some commands, which expects v to be a specific type Checks like this is needed to protect network servers from people, who hack their clients to either cheat or crash the server NOTE: if I made a mistake here it can make a function unreachable when it should be used. Here is one place to look if something weird happens
2005-01-30(svn r1740) -Fix: [ 1112342 ] Realistic acceleration works properly with ↵celestar
TTDPatch non-stop handling behaviour
2005-01-30(svn r1739) - Fix: type checking when selling vehicles (TrueLight)darkvater
2005-01-30(svn r1738) -Fix: [ 1108735 ] Fixed (hopefully) an assertion that was cause ↵celestar
by selling carriages in a MP game faster than the network can handle. (Truelight)
2005-01-30(svn r1737) Add DEBUG category "map" and use it to print the map size when ↵tron
allocating the map
2005-01-30(svn r1736) -Fix: Forgot to remove some unused variables in last commit :(celestar
2005-01-30(svn r1735) -Fix: [ 1112285 ] Fixed an assertion error with stations where stopscelestar
were deleted, the assertions were just plain wrong at that place. Used a more graceful handling. Todo: What happens if ALL stations in a schedule have no suitable stop?
2005-01-30(svn r1734) - Fix: [ 1112253 ] hijacking of arrow keys, game also scrolled ↵darkvater
when it was out of focus (dominik)
2005-01-30(svn r1733) - Fix: oops "| 1" is SETBIT(x, 0), not 1 :(. Now you can remove ↵darkvater
signals again
2005-01-30(svn r1732) - Change: [OS/2] [ 1112148 ] Project file update (orudge)darkvater
2005-01-30(svn r1731) - Fix: [ 1106930 ] BugFix: placing signals with 2x1 drags ↵darkvater
workaround is completely rewritten. Also features checks for hacked/modified clients. Thanks a lot Hackykid!
2005-01-30(svn r1730) - Fix: Ships and Aircrafts have to be build in depots owned by ↵bjarni
_current_player (hacked client protection) now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
2005-01-30(svn r1729) - Fix: [ 1112469 ] Clearing land for free by reallocating HQdarkvater