Age | Commit message (Collapse) | Author |
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a variable too little for what's been asked to do
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brazilian_portuguese - 1 fixed by fukumori (1)
catalan - 1 fixed, 2 changed by arnaullv (3)
dutch - 10 fixed by webfreakz (10)
french - 1 fixed by glx (1)
hungarian - 1 fixed by miham (1)
italian - 1 fixed by lorenzodv (1)
portuguese - 20 fixed by supra90 (20)
russian - 4 fixed by Smoky555 (4)
spanish - 2 fixed by eusebio (2)
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unnecessary globals. All details are now kept within the window's custom data.
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GetIndustryCallback function.
Sometimes, the industry might not be able to provide its type, since it does not exists at all
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client-side, not in the command.
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load is too short or decompressing it fails.
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to 1) allows to track YAPF "cache errors". They are probably responsible for current MP desyncs. (thanks Rubidium for this great idea!).
I will deal with those errors/desyncs tomorrow.
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inconsistent, and tested all 'namespaces'. now only check names of the same type.
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account of vehicle group (Matthias Wolf)
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tunnels.
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brazilian_portuguese - 3 fixed by tucalipe (3)
bulgarian - 5 fixed by thetitan (5)
catalan - 3 fixed by arnaullv (3)
estonian - 6 fixed, 4 changed by vermon (10)
french - 1 fixed by glx (1)
italian - 1 fixed, 17 changed by lorenzodv (18)
norwegian_nynorsk - 20 fixed by pollux (20)
piglatin - 25 fixed by adammw (25)
polish - 5 fixed by meush (5)
slovak - 1 fixed by lengyel (1)
slovenian - 20 fixed by Necrolyte (20)
spanish - 4 fixed, 4 changed by eusebio (8)
ukrainian - 3 fixed, 2 changed by mad (5)
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make "commands" do.
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asserted in almost a week of stresstesting, so I'm pretty sure all cornercases are tested by now.
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when you start a new game; can't find any other memory leaks we can fix.
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would load at the given station.
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infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overriden with a patch setting.
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that it couldn't find; it only wanted to request the newgrf names of newgrfs that where available locally and than were called "<Unknown>".
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key and also as segment key in the cache (SmatZ).
In the past it was possible to use tile/exitdir as the key because segments beginning on the same tile/exitdir were incorrectly considered the same. What I still don't understand is why this bug happened only on 64 bit systems (linux, Win64).
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when you run make on the wrong working copy.
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never recover when using smooth economy.
-Fix: in smooth economy producing industries could not close, whereas they could close in non-smooth economy.
-Fix: in smooth economy the "do not increase production" flag of industries was ignored.
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as going into a tunnel, to support road vehicles looking back when finding a depot while in a tunnel.
-Fix [FS#290]: Make NPF look back when finding a depot for road vehicles.
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stopped NW/SE slopes being picked up, and compare middle of tile against current z, not previous.
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Thanks of 45 degree patch for bringing it up
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american - 3 fixed by WhiteRabbit (3)
brazilian_portuguese - 17 fixed by tucalipe (17)
catalan - 15 fixed, 10 changed by arnaullv (25)
dutch - 9 fixed by Zr40 (9)
estonian - 1 fixed by kristjans (1)
french - 17 fixed by glx (17)
german - 29 fixed by moewe2 (29)
hungarian - 17 fixed by miham (17)
italian - 17 fixed, 1 changed by lorenzodv (17), bluesboy84 (1)
japanese - 19 fixed by ickoonite (19)
korean - 19 fixed by darkttd (19)
norwegian_bokmal - 58 fixed by oletk (58)
polish - 113 fixed, 32 changed by meush (145)
romanian - 18 fixed by kneekoo (18)
russian - 15 fixed by Smoky555 (15)
slovak - 86 fixed by lengyel (86)
spanish - 113 fixed by eusebio (113)
swedish - 30 fixed by giddorah (30)
traditional_chinese - 16 fixed by xbddc (16)
turkish - 21 fixed by jnmbk (21)
ukrainian - 15 fixed by znikoz (10), fevral13 (4), mad (1)
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if this is a scheduled stop.
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smooth_economy
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your description ;)
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vehicle list, not station or shared order lists.
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incorrectly stopped signal updates
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it in UpdateVehicleTimetable.
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destination was not clamped to the map
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screen and high score chart.
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timetables based on
the times from the first (or subsequent) run-throughs.
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repay/borrow amounts
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type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.
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vehicle window.
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arrive early even
if they haven't been timetabled to wait, so make sure the lateness counter gets
updated as well.
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(president) name
by index
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