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2005-12-13(svn r3294) - Fix: use INVALID_STRING_ID instead of -1.Darkvater
- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
2005-12-07(svn r3270) Correct all (mis)uses of WWT_CLOSEBOX / WWT_TEXTBTN to reflect ↵peter1138
their actual use, and add "Close Window" tooltip where missing.
2005-11-26(svn r3238) -Fix: always save if you want GPMI-based AIs, this on request by truelight
Darkvater, so we can, in the future, save patch options in savegames without any problems.
2005-11-22(svn r3229) -Add: add more GPMI support. Now GPMI-based AIs can be loaded ↵truelight
(doesn't change a thing if you didn't enable GPMI)
2005-11-21(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable ↵truelight
via patch settings, off by defaut). An other step to AIScripts. WARNING: this is still highly experimental and has known bugs!
2005-11-19(svn r3222) -Feature: Right-Click-Scrolling optionally moves in the opposite ↵tron
direction (Requested by manx)
2005-11-15(svn r3190) Turn some loops into canonical for loop formtron
2005-11-15(svn r3185) consttron
2005-11-14(svn r3181) -Bracingtron
-Indentation -Whitespace -DeMorgan's Law -Test with NULL or 0 for non-booleans -'\0' instead of 0 for chars -Remove redundantly redundant comments (like DoFoo(); // Do foo) -Join multiple short lines with a single statement -Split single lines with multiple statements -Avoid assignments in if
2005-11-13(svn r3173) Use the trinary operator and switch to improve readabilitytron
Also align short cases nicely
2005-11-09(svn r3157) - Feature: Added patch option to link the terraform toolbar to ↵peter1138
the rail, road, water and airport toolbars. If enabled, the terraform toolbar will open and close with those toolbars.
2005-10-23(svn r3078) Some more stuff, which piled up:tron
- const, whitespace, indentation, bracing, GB/SB, pointless casts - use the trinary operator where appropriate - data types (uint[] -> AcceptedCargo, ...) - if cascade -> switch - if (ptr) -> if (ptr != NULL) - DeMorgan's Law - Fix some comments - 0 -> '\0', change magic numbers to symbolic constants
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
2005-09-27(svn r2994) Another small hack regarding currencies: add a #define to ↵tron
emulate a variable, that holds the current currency; again this should increase readability
2005-09-24(svn r2982) Newgrf: Added patch option for wagon speed limits. This is ↵peter1138
enabled by default.
2005-09-23(svn r2980) - Add some comments to some setting enums, and fix a 'const' ↵Darkvater
warning. - Add settings.h to VS.NET project.
2005-08-07(svn r2831) Fix some potential and real buffer overflowstron
2005-08-07(svn r2830) Move CheckSwitchToEuro() to currency.[ch] and hide the truth ↵tron
about the custom currency behind a #define
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)
2005-08-06(svn r2815) Store the currency information in one central place instead of ↵tron
scattering it in several unrelated files
2005-07-29(svn r2751) -Fix: Disabled buttons in the patches and difficulty windows are ↵celestar
now rendered properly again
2005-07-26(svn r2717) Move _userstring to strings.[ch]tron
2005-07-24(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic ↵celestar
numbers by enums. There remains work in gfx.c to move the "transparency" and "recolor" bits around to make space for more sprites. However, 2800 additional sprites can now be loaded. There also remains cleanup and Doxygen work on many of the header files.
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
2005-07-20(svn r2650) Convert many explicit shifts+ands to extract bits to invocations ↵tron
of GB - should be a bit nicer to read
2005-07-19(svn r2635) Fix: [ntp/misc] Improve the old pathfinder. Changed it to A* ↵ludde
instead of Dijkstra. - Benchmark shows that NTP is now around 10x faster than NPF. - Made IsTunnelTile macro to determine if a tile is a tunnel. - Added some useful debugging functions for making tiles red / getting accurate timestamps. - Remove old depot finding algorithm. - Disable warning for signed/unsigned comparisons.
2005-07-15(svn r2573) Codechange: Removed WDF_RESTORE_DPARAM, it's not needed with the ↵ludde
new string system. Also fixed a bug introduced in r2564, forgot to remove 4 global variables in network_gui.c.
2005-07-14(svn r2564) Fix: Fixed conceptual issue in network_gui.c. AllocateName is ↵ludde
not meant to be used by GUI-code, because it modifies the "game-state". Added a way to bind a C-string to an openttd string which doesn't modify the game state.
2005-07-12(svn r2553) - Fix: [pathfinding] Remove old-old train pathfinder. Enhanced ↵ludde
old pathfinder. - Penalties for red signals and for slopes. - Increased the search depth to work better with large train networks.
2005-07-04(svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows ↵hackykid
multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal. - Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings. - Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
2005-06-15(svn r2444) - CodeChange: Add an enum for demagicifying the values of the ↵hackykid
'flags' parameter of DrawFrameRect(). (_Abraxa_)
2005-06-02(svn r2397) - CodeChange: rename all "ttd" files to "openttd" files.Darkvater
2005-05-14(svn r2310) - Fix: Game would crash if you full-screened with the ↵Darkvater
'fullscreen' button than chose a resolution from the dropdown box that was no longer valid. Big thanks to DaleStan for track down the crashing bug. - Fix: There would be duplicate entries in the resolutions dropdown box. Copy SDL method or removing duplicates and sort the list. - Feature: in the settings menu, you don't have to click on the arrows anymore, clicking on the dropdown box itself has the same effect. Consistent with other dropdowns in the game
2005-05-14(svn r2309) - CodeChange: Change all _iconsole_color_whatever into ↵Darkvater
_icolour_wtv (abbreviated). Besides the changed into proper english, yes this commit is pretty useless ;)
2005-05-14(svn r2307) - Fix (regression): it was not possible to change the drive-side ↵Darkvater
in the intro-game. - CodeChange: remove unused "CANT_DO_THIS" double-string.
2005-05-12(svn r2300) - CodeChange: check the last number of commands, now only the ↵Darkvater
refit ones remain, and some server-only commands. - CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ() - Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
2005-05-12(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), ↵Darkvater
CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame(). - CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
2005-05-09(svn r2285) - Codechange: Fix up some of the missing things from ↵Darkvater
server-checking; namely bridge-type, bridge-length, dragged end-tile (bridge/station), station_spread - Fix: [ 1197256 ] max station spread patch < 7 does not work. Station spread was not taking into account when not using drag&drop. Fix this up, and add a callback to the settings window to immediately reflect the changes.
2005-05-03(svn r2263) - Fix: If the seperator string is empty for custom currencies, ↵Darkvater
everything after that is cut off. Fix it by replacing nothing with ' '. Thanks for noticing peter1138
2005-05-03(svn r2260) - Fix (regression): custom currency input works again ingameDarkvater
2005-05-02(svn r2245) - CodeChange: simplify the clamping of values for patch-settings ↵Darkvater
by using clamp()
2005-05-02(svn r2243) -Fix: Rework of console. Use 'help command|variable' to get help ↵Darkvater
about it. You can assign variables with =, ++, --, or just new value. Console parser is now lenient towards typed spaces, and more robust in general (at least readable). Removed the 'set' command, instead implemented all such variables as 'variables'. - Some variables are really special and cannot be assigned normally, use their callback procedure for assignment/querying. This commit also obsoletes "[1172804] Console set command cleanup"
2005-03-13(svn r2005) - Fix: fix previous commit. Using 'New Game (scenario)' will use ↵Darkvater
YOUR difficulty settings but ingame options (eg townnames, currency). Also settings are correctly saved when closing the difficulty window now.
2005-03-12(svn r2004) - Fix: [ 1149487 ] Autosave ignoring settingsDarkvater
- Fix: [ 1153926 ] All my settings in vain... IGNORED! - Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
2005-03-10(svn r1981) Typedef some structs and enumstron
2005-02-18(svn r1889) -Fix: [ 1108637 ] 'Play scenario' now loads game options and ↵celestar
difficulty, 'Load game' starts game with user-selected values.
2005-02-13(svn r1867) Include tables/sprites.h only in files which need ittron
2005-02-06(svn r1827) Next iteration of the byte -> char transition: some string ↵tron
drawing functions and buffers