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2021-01-08Fix #7656: destroying a tunnel/bridge now first removes the tracks for cost ↵Patric Stout
calculation This means that for rail tunnel/bridges, the rail is first sold, and the tunnel/bridge is destroyed after. This means destroying tunnels/ bridges now often makes you money, instead of costing. Similar, with road/tram tracks. Destroying a road+tram tunnel/bridge now costs the same amount of money as first removing the tram tracks and than destroying the road tunnel/bridge. Especially as tram tracks generate money when removing, this is a noticeable difference.
2021-01-07Fix #7945: Add cost of clearing the sloped tile when placing a dock (#7947)SamuXarick
2021-01-06Fix #8168: allow relocating of HQ partial over existing HQ (#8510)Patric Stout
Just in case you want to move it SLIGHTLY to the right.
2020-12-16Change: extend the allowed range for max loan setting (#8386)Pavel Stupnikov
2020-12-15Fix: prefix the Nth vehicle with "#" when ungroupedPatric Stout
This is for consistency; most other objects add a # to indicate it is the Nth of that object, except for Trains / RVs / Ships / Aircrafts. This becomes painfully apparent with unnamed vehicles in groups, which do get a "#".
2020-12-15Change: set the default setting for autorenew to on for new games (#8352)Tyler Trahan
2020-06-05Codechange: move regression outside of bin and make it work via CMake scriptPatric Stout
The tst_stationlist savegame had to be changed to start the correct AI. In the old setup, all regression AIs had the same name, which made it impossible to run both regressions in parallel. With the new setup this is possible. Although all files are available to run the regression, it won't really work till CMake is introduced (which will happen in a few commits from here)