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2006-06-08(svn r5173) Use map manipulation functions instead of SB()tron
2006-06-08(svn r5171) Get rid of an ungly hack in the load routine, which temporarily ↵tron
turned house and road tiles into void tiles to calculate the closest town
2006-06-07(svn r5155) - Remove the bridge branch merge (revision r5070)tron
2006-06-02(svn r5070) Merged the bridge branchcelestar
-Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
2006-05-27(svn r4987) Feature: Merged YAPF into trunk. Thanks to devs for continuous ↵KUDr
support and users for testing.
2006-05-22(svn r4947) - Fix [FS#145]: Starting scenarios did not adhere to local ↵Darkvater
difficulty settings
2006-05-22(svn r4945) Fix (r3726): make -t command line option (set starting ↵rubidium
date/year) work again
2006-05-06(svn r4757) - Newstations: add saveload support for custom station speclistspeter1138
2006-04-27(svn r4595) - Fix (FS#63) Music volume is now restored to the value saved ↵glx
in openttd.cfg
2006-04-27(svn r4593) CodeChange : Renamed spec (when using StationSpec) to statspec.belugas
This is following the same scheme as for IndustrySpec
2006-04-25(svn r4571) Change the rail type update for electrified rails so it doesn't ↵tron
use bit magic
2006-04-18(svn r4466) -Fix: (FS#71) Game no longer crashes when the last vehicle ↵celestar
serving a station has been deleted. -Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings. -Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
2006-04-15(svn r4432) Make use of map access functionstron
2006-04-03(svn r4259) -[multistop] Fix/Feature/Codechange:celestar
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
2006-03-30(svn r4164) Use acessor functionstron
2006-03-29(svn r4150) -Feature: Merged elrails into trunk. Thanks to Tron for lots of ↵celestar
code and proofreading, thanks to peter1138 for another lot of code and ideas.
2006-03-24(svn r4075) - Feature: Undraw the mouse when it leaves the window and Draw ↵Darkvater
it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
2006-03-19(svn r3986) Add [GS]etCrossingRoadOwnertron
2006-03-05(svn r3763) Adapt to the new 'map accessors go in foo_map.h'-schemetron
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
2006-02-24(svn r3664) Add a function to turn a tile into a void tiletron
2006-02-21(svn r3648) - Fix typo in r3647, don't ask me how it got there s/_/./Darkvater
2006-02-21(svn r3647) Some style-changes to the parameter parserDarkvater
2006-02-18(svn r3613) Some more const, indentation, whitespace and similar stufftron
2006-02-14(svn r3604) Remove two unnecessary local variablestron
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
2006-02-04(svn r3534) - Codechange: remove unused savedump patch-settings.Darkvater
2006-02-01(svn r3510) Fiddle with whitespace and parenthesestron
2006-02-01(svn r3509) Now -p is really gone (fix r3508)tron
2006-02-01(svn r3508) Completly remove the deprecated -p parameter (is superseded by -n)tron
2006-01-31(svn r3500) - Workaround the inaccurate count of spectators/companies that ↵Darkvater
can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
2006-01-30(svn r3485) - [Post-PBS]: when reverting PBS and removing station-tile ↵Darkvater
reservations a station can of course not be a crossing as well. Thanks glx.
2006-01-29(svn r3484) -fix: fixed issue in last commit where loading savegame versions ↵bjarni
18 and 19 didn't init the multiheaded engine pointers
2006-01-29(svn r3472) - [PBS] Remove from trunk. Anyone interested can still find it ↵Darkvater
in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron) - The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
2006-01-28(svn r3454) - Fix: company-count was not updated correctly when loading a ↵Darkvater
saved game with already existing companies for multiplayer.
2006-01-23(svn r3421) - Revert r3412 as it didn't work.peter1138
- Fix station builder issue by checking the tile is in bounds.
2006-01-21(svn r3412) - Fix: When changing game mode, reset the tile highlight data, ↵peter1138
as it may now be out of bounds. This fixes (at least) an assertion when opening the station builder window.
2006-01-18(svn r3403) -Codechange: [multiheaded engines] the references between the ↵bjarni
front and rear engines are no longer saved instead the pointers are generated on load
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)
2006-01-07(svn r3380) -Fix: removed 'size' from r3379, because it was pretty sillytruelight
-Note: no longer showhelp publish -p, as it is deprecated
2006-01-06(svn r3379) -Fix: protect showhelp against any possible overflowtruelight
-Add: [ FS#15 ] Added revision / version at top of help (./openttd -h)
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)
2006-01-05(svn r3366) Make an unnecessarily global variable localtron
2006-01-05(svn r3365) Staticise 36 functionstron
2006-01-04(svn r3362) Fix issue with loading old (TTD) savegames:peter1138
- move call to convert from old to new train subtypes. - ensure AI is started for AI players.
2005-12-29(svn r3356) - Remove unused parameter of AfterLoadGame().peter1138
- Initialize _sl_version after loading an old savegame.
2005-12-29(svn r3353) Simplify the automatic length adjustment algorithm for replacing ↵tron
trains: Use the length of the train before the replacement as reference length
2005-12-18(svn r3316) - NewGRF: Unload engine names before loading grf files. This ↵peter1138
fixes names in climates where the engines don't get loaded. Renamed function to reflect its purpose.
2005-12-18(svn r3313) Remove GPMI related changes from trunktron
Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
2005-12-14(svn r3301) One more statictron