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2006-03-02(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.Darkvater
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-01(svn r3716) - Move the option settings (_game_opt_desc) from misc.c into ↵Darkvater
settings.c. This will be merged with SettingDesc misc_settings above as they are actually the same. No functionality has changed beside the fact that the settings are now in a different Chunkhandler.
2006-02-20(svn r3626) - Merge the SlGlobVarList (global variables) and SaveLoad ↵Darkvater
(offset in struct, variable determined runtime) structs. The only difference between these two is the last element that either holds the address or the offset in the struct. Which one to take is determined by which function is called; SlObject or SlGlobList.
2006-02-18(svn r3613) Some more const, indentation, whitespace and similar stufftron
2006-02-06(svn r3564) Several smaller changes:tron
- Don't treat non-booleans as booleans - Reduce variable scope - Bracing - Use DeMorgan's law to make conditionals easier to read - if cascade -> switch - Replace some magic numbers by symbolic names - Avoid assignments within other statements
2006-02-01(svn r3511) More whitespace ([FS#46] by Rubidium)tron
2006-02-01(svn r3510) Fiddle with whitespace and parenthesestron
2006-01-19(svn r3409) - Change the server advertisement interval to use the frame ↵peter1138
counter instead of game days. This allows a paused server to continue to advertise itself. This also fixes advertising for games that start before 1922.
2006-01-12(svn r3396) - Autoreplace changes:peter1138
- Change fixed array per player to a single pool. This avoids future problems with vehicle numbers and decreases savegame size. Engine replacements from previous savegames will be lost. - Move engine replacement code from players.c to engine.c. (thanks to blathijs for rewriting this)
2006-01-06(svn r3376) -Codechange: made enums for GenerateWorld and InitializeGame 'mode'truelight
-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
2005-11-30(svn r3250) -Fix: AIs weren't uninitialized when a new game was loadedtruelight
2005-11-22(svn r3227) -Codechange: [Savegame] removed 'minor' version, and renamed ↵truelight
'major' version to just: version.
2005-10-22(svn r3077) static, const, bracing, indentation, 0 -> '\0'/NULL, typos in ↵tron
comments, excess empty lines, minor other changes nothing spectacular, just some stuff, which piled up
2005-10-03(svn r3010) Get rid of quite some dubious casts, either by using GB(), ↵tron
proper types or just removing them
2005-09-16(svn r2956) - Fix: [ 1253736 ] creating many town crash to desktop. Now it ↵Darkvater
'dies' with an ingame error message informing the gamer if it couldn't generate any towns in user-space. Still if it happens during new-game generation it crashes since we don't yet have actions to do in such a circumstance.
2005-08-23(svn r2886) Rename the "owner" attribute to "m1", because when it stores an ↵tron
owner it is accessed by [GS]etOwner anyway and when it doesn't store an owner, but arbitrary data, accessing a field called "owner" is confusing.
2005-08-07(svn r2832) Missing #includetron
2005-08-06(svn r2819) Make variables, which are exclusive for internal use of the ↵tron
save/load code, static in saveload.c
2005-08-06(svn r2817) -Codechange: [autoreplace]: moved autoreplace and autorenew to ↵bjarni
serverside -This means that one company can only have one setting for renew and replacing more clients will not fight due to different settings anymore -This is a needed step in the line to fix autoreplacing dualheaded locomotives NOTE: savegame revision bump (peter1138 + me in coop)
2005-08-05(svn r2812) Move variables, which only vehicle_gui.c needs to know about, theretron
2005-07-30(svn r2759) Remove unused #includes and filestron
2005-07-25(svn r2706) Fix !WITH_NETWORK buildtron
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-07-22(svn r2673) Include functions.h directly, not globally via openttd.htron
2005-07-21(svn r2669) Shuffle some more stuff around to reduce dependenciestron
2005-07-17(svn r2622) Fix: remove _cargoc.names_p, it was never used.ludde
2005-07-17(svn r2600) Fix: [vehicles] Fix problem with vehicle loop not distributing ↵ludde
the calls evenly over the day.
2005-07-17(svn r2596) Add macros ROL and ROR to ROtate values Left/Right. Also shorten ↵tron
the parameter names for GB and SB to increase readability
2005-07-16(svn r2594) Fix: [strgen] Misc updates to the string system.ludde
- Renamed the plural command to "P" instead of "PLURAL". Now write something like this to append an s on plural: {P "" s}. (You can optionally still add an argument index to explicitly specifiy which number that's used) - Removed the pluralized cargo strings from the string files. The new method is to use the plural specifier {P} - Added support for genders. First add "##gender der das die" on top, then use {G=der} on a cargoname/industry to set the gender, and to switch between genders do something like {G neu neu neue} {STRING} - Updated the swedish/english translation with P strings.
2005-07-16(svn r2588) Codechange: Remove PLAYER_SEED_RANDOMludde
2005-07-15(svn r2583) Move OS specific code out of misc.cludde
Added support for Mersenne Twister random number generator (not implemented in network yet) Wrap player randoms around #ifdef
2005-07-15(svn r2572) - Codechange: [string] Changed string system so it's not as ↵ludde
dependent on decode_parameters - Feature: [strgen] Allow changing the order of parameters in translated strings. - Use {1:TOWN} syntax to set the order. - Codechange: [strgen] Rewrote lots of strgen internals.
2005-07-14(svn r2565) Fix: Remove GetParamInt8, GetParamInt16, GetParamUint16.. they ↵ludde
are just confusing and just do the same thing as GetParamInt32
2005-07-13(svn r2560) Fix: various minor code changes.ludde
Added RandomTile/RandomTileSeed functions to generate a random tile. Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though) Changed some frequently used map macros to not compute the values each time. Silence some warnings on MSVC.
2005-07-13(svn r2559) Cleaned up new saveload code for the mapludde
2005-07-13(svn r2558) Change the internal map format from 7 arrays to one array of ↵tron
structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
2005-07-01(svn r2505) Remove some unnecessary #includestron
2005-06-06(svn r2420) - Codechange: magic number elminitation of cursorsprites.Darkvater
2005-06-02(svn r2397) - CodeChange: rename all "ttd" files to "openttd" files.Darkvater
2005-05-30(svn r2387) - CodeChange: made the saveload code more readable and also ↵Darkvater
removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big. - Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
2005-05-14(svn r2316) - Fix: [ 1154454 ] Fix BeOS build on Trunk (myob)Darkvater
2005-05-02(svn r2256) - Fix: Trains cannot find a depot when they are in a tunnel. (glx)matthijs
- Add: GetVehicleTrackdir() helper function. - Codechange: Moved SortStruct from vehicle_gui.h to ttd.h, so the dependency from vehicle.h on vehicle_gui.h could be removed. - Codechange: Typedeffed the VehicleTypes struct so it can be used as the type for Vehicle.type instead of "byte". - Codechange: Removed prototype for VehicleSorter(), which had no implementation anymore and was never called.
2005-03-28(svn r2099) -Fix: no longer chat-messages hang when the game wraps around 2090truelight
-Codechange: while trying to find this bug, made texteff.c a bit more readable :)
2005-03-24(svn r2046) -Codechange: moved all waypoint code to waypoint.c/waypoint.htruelight
-Codechange: rewrote some functions while moving waypoint-stuff -Add: added support for 64k waypoints -Fix: made the waypoint struct a bit more logic (no bit-fucking)
2005-03-24(svn r2042) -Fix: forgot to remove a printf ;)truelight
2005-03-24(svn r2041) -Fix: not all vehicles did get a day_proc call (because of ↵truelight
rounding errors)
2005-03-20(svn r2033) - Fix: Fix some more desync by saving the town growth frequency ↵pasky
iterator _cur_town_iter. Needed to bump a svg revision for that thanks to the braindead SlGlob thing, or at least I don't know how to do it without bumping it.
2005-03-19(svn r2030) -Fix: Save _cur_town_ctr with all its bits to prevent desyncscelestar
2005-03-17(svn r2021) Fix: Enlarge _cur_town_ctr from byte to uint32 so that all the ↵pasky
towns are considered when growing them even for big maps, where much more than 256 towns are around; reported by Tomasz Dubiński <uboottd@hydra.polsl.gliwice.pl>. The savegame still saves just the lowest 8 bits but that doesn't hurt so much.
2005-03-06(svn r1950) Fix: A slight adjustment in the DoRandom() function which ↵pasky
however causes dramatic improvement in the distribution of random numbers. With the original generator, e.g. Random()%44 on 100 attempts regularily generated only 22 different values! With this adjustment, the distribution is much more uniform, almost approaching the glibc's random() call. This means the random numbers are actually usable i.e. for the town names generators which almost never tried a large part of the names while others were very frequent. Note that we attempted to test whether the randomness did not degrade in some other way, and it came clean from the tests we performed. If you spot anything fishy, try without this patch, though.