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2019-11-13Fix #7631: 16 out cargo support for industry directoryglx
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-10-19Feature: Configure minimum share trading yearsJack Baron
2019-08-17Add: Scale oil refinery edge distance up by map sizeNiels Martin Hansen
Also scales oil rig distance up, since they use the same algorithm.
2019-08-17Add #6887: Option to show zone inside local authority boundary of townsGabda
Can be found at town information > local authority window Layout for button is same as Graph Keys Turn on/off for every town individually
2019-08-07Fix: Typo in running costs help textnikolas
2019-06-09Add: Currency: NTD, CNY, HKDiigmir
2019-05-11Add: Show memory allocations by GS and AI in framerate windowNiels Martin Hansen
2019-05-11Change: Limit memory allocations for each Squirrel instanceNiels Martin Hansen
This can avoid out-of-memory situations due to single scripts using up the entire address space. Instead, scripts that go above the maximum are killed. The maximum is default 1 GB per script, but can be configured by a setting.
2019-05-04Cleanup: Remove unused string.peter1138
2019-05-01Feature: Add NotRoadTypes (NRT)peter1138
2019-04-25Feature: Add coverage area display for existing stations.peter1138
2019-04-24Fix: Automatic line breaking of the warningNiels Martin Hansen
2019-04-24Add: Warn players that company passwords are not truly secureNiels Martin Hansen
2019-03-27Add #6189: Groups now count the total number of vehicles in subgroups (3298)Charles Pigott
2019-03-27Change #5977: Use specific error message when attempting to create a ↵Charles Pigott
circular group hierarchy (3298)
2019-03-24Change: Show additional cost and refitted capacity in build vehicle window.peter1138
2019-03-24Feature: When filtering purchase list by cargo type, make buy button perform ↵peter1138
a refit if required.
2019-03-20Remove: ENABLE_NETWORK switchPatric Stout
This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries. Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF. A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used. With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box. All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to.
2019-03-19Remove: DOS supportPatric Stout
In 10 years there was no active development on DOS. Although it turned out to still work, the FPS was very bad. There is little interest in the current community to look into this. Further more, we like to switch to c++11 functions for threads, which are not implemented by DJGPP, the only current compiler for DOS. Additionally, DOS is the only platform which does not support networking. It is the reason we have tons of #ifdefs to support disabling networking. By removing DOS support, we can both use c++11 functions for threads, and remove all the code related to disabling network. Sadly, this means we have to see DOS go. Of course, if you feel up for the task, simply revert this commit, and implement stub c++11 functions for threads and stub functions for networking. We are more than happy to accept such Pull Request.
2019-03-16Cleanup: Unused lang stringsCharles Pigott
2019-03-15Fix e66cec8f86: Permit loading of industry production callback with invalid ↵peter1138
cargo type. It is only an error if the invalid result is actually used. This will be silently ignored at the moment. It is still an error if a duplicate cargo type is returned.
2019-03-08Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept ↵PeterN
cargo to/from their neutral station. (#7234) This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry.
2019-03-05Remove: BeOS support (deprecated by Haiku)Patric Stout
In 10 years there is no commit to change how BeOS works, and we have no active maintainer for it. It is unlikely it works in its current state (but not impossible). With the arrival of SDL2 (and removal of SDL), BeOS is no longer support. SDL2 suggests to use Haiku instead of BeOS.
2019-03-05Remove: MorphOS / AmigaOS supportPatric Stout
In 10 years there is no commit to change how MorphOS works, and we have no active maintainer for it. It is unlikely it works in its current state (but not impossible). With the arrival of SDL2 (and removal of SDL), MorphOS is no longer support. There is an SDL2 port for MorphOS, but it is not maintained by upstream SDL2, and nobody can currently test it out. If anyone wants to re-add MorphOS, please do (revert this patch, fix the problems, and create a Pull Request). If you need any help doing so, let us know! It is not that we don't like MorphOS, it is that we don't have anyone fixing the problems :(
2019-03-04Add: Option for population-linear town cargo generationNiels Martin Hansen
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm. The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist. The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm. Existing savegames will use the original algorithm, while new games will default to the new algorithm.
2019-03-03Change: make crash chance at short runway independent of plane crash rate ↵Johannes E. Krause
setting (there's a cheat for this)
2019-03-03Change: Don't apply forbid 90 deg turn settings to ships.Peter Nelson
2019-02-23Add: Show performance of AI and GS in framerate windowNiels Martin Hansen
2019-02-23Feature: Add option to adjust font size separately from GUI size. (#7003)Greg Carlin
Adds an option in the "Game Options" next to "Interface Size" called "Font Size". Available options are normal, double, and quad.
2019-02-16Add: News menu entry and shortcut for deleting all messages. (#7240)Joan Josep
2019-02-16Fix: use more descriptive "spectator" strings for story book and goal ↵glx
dropdown menus
2019-02-16Fix: colour of network specific strings in company dropdown menusglx
2019-02-01Doc: Yearly increment.Peter Nelson
2019-02-01Add: Warn before overwriting an existing save fileNiels Martin Hansen
2019-01-31Feature: Group liveries, and livery window usability enhancements. (#7108)PeterN
* Change: Replace checkbox in livery selection window with Default option in drop down selection. This reduces clutter in the UI and allows for primary/secondary colours to independently follow the default scheme if desired. * Feature: Add vehicle group liveries.
2019-01-27Change: For consistency, add company name to colour scheme window.Peter Nelson
2019-01-26Add: more options for translatorsglx
2019-01-19Cleanup: Remove unused stringsNiels Martin Hansen
2019-01-19Fix 8859381: Display of requires/produces in Build Industry windowNiels Martin Hansen
Change the window to use a dynamically generated string of cargoes, instead of one of a few fixed-length lists. With up to 16 cargoes on each list, having 16 with the only difference how many are listed seems like a bad maintenance idea.
2019-01-13Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo) ↵Alberth289346
(#7055)
2019-01-12Add: Mexican Peso currencyNikolas Nyby
OpenTTD doesn't have any pesos, so I've added Mexican pesos, at its current exchange rate: 1GBP = 24.39MXN, rounded to 24.
2019-01-10Add #4115: default company colour setting (#6998)Gabda87
Works only in single player.
2019-01-06Fix 13056ae: PR #7017 added new enum value in bad position, move itNiels Martin Hansen
2019-01-05Add: Conditional order for max. reliability (patch by Cirdan, #6360) (#7017)Eddi-z
2018-11-25Add: Filter box to the save and load windows (#6974)damfr
Save and heightmap names can be filtered.
2018-11-25Fix #6864: Normalise colour use in Frame rate windowNiels Martin Hansen
2018-11-03Add: NewGRF support for 16-in-16-out industriesNiels Martin Hansen
2018-10-31Remove: Unused string "STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION"Oskari Leppäaho
2018-09-18Fix #6622: Fixes empty company name in news when gamescript constructs a townMax Maton