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2011-01-02(svn r21698) -Fix: incorrectly named global variablerubidium
2010-12-14(svn r21521) -Codechange: Unify some cached values that were present in both ↵terkhen
road vehicles and trains.
2010-12-14(svn r21518) -Codechange: Rename AccelerationCache to GroundVehicleCache.terkhen
2010-12-14(svn r21512) -Change/Feature: make the delay of the chat messages timing out ↵rubidium
unrelated to the number of passed game days, i.e. don't stop aging chat messages when the server is paused
2010-12-07(svn r21430) -Feature [FS#1521]: building while paused always works in the ↵rubidium
scenario editor
2010-12-07(svn r21428) -Fix [FS#4021]: vehicles could be built while the game it ↵rubidium
paused. Now you can enable or disable that with a setting
2010-12-05(svn r21396) -Codechange: rename SafeSaveOrLoad to SaveLoad (it only did ↵rubidium
load), and add support for (safe) loading with a LoadFilter
2010-11-27(svn r21339) -Fix [FS#4272]: The VehicleCache was not checked for ships with ↵terkhen
desync debug options enabled.
2010-11-27(svn r21338) -Fix [FS#4272]: bogus cache mismatch warnings with desync ↵rubidium
debugging because some cache was invalidated but never reset
2010-11-19(svn r21255) -Fix (r179): main menu error messages wouldn't show when you ↵rubidium
had an error message open in the game while whatever triggered you to go back to the main menu
2010-11-19(svn r21253) -Change: mention the OpenTTD version on the console/logs when ↵rubidium
starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version
2010-11-18(svn r21248) -Codechange: don't run the tar scanner twice upon startuprubidium
2010-11-06(svn r21097) -Codechange: Unify cached max speed for all vehicle types.terkhen
2010-11-06(svn r21090) -Codechange: Rename VehicleCache to NewGRFCache.terkhen
2010-09-06(svn r20758) -Fix: when leaving the program, current newgrf config would ↵smatz
leak, causing valgrind warnings
2010-08-29(svn r20677) -Fix (r20136): copy-paste error (jwm)rubidium
2010-08-26(svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵rubidium
some headers
2010-08-19(svn r20566) -Feature: happy smiles on the faces of Ammler and planetmakerrubidium
2010-08-15(svn r20497) -Fix [FS#3960]: non-dedicated servers failing to load a game ↵rubidium
caused the introgame to be the server's game causing desyncs when people tried to join
2010-08-01(svn r20286) -Codechange: Unify end of doxygen comments.frosch
2010-08-01(svn r20283) -Codechange: Unify start of doygen comments.frosch
2010-08-01(svn r20281) -Codechange: unify case scope closure + break coding stylerubidium
2010-07-31(svn r20269) -Codechange: Use IsLocalCompany() everywhere, document the ↵alberth
function and two company globals.
2010-07-24(svn r20211) -Codechange: Indented code should have curly braces around it.alberth
2010-07-19(svn r20194) -Fix: compilation with network disabled failedrubidium
2010-07-19(svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be ↵rubidium
missed :)
2010-07-19(svn r20188) -Codechange: unVARDEF the _[config|log|highscore]_file ↵rubidium
variables and move them to a more logical location
2010-07-19(svn r20185) -Codechange: reduce the scope of _palette_animation_counterrubidium
2010-07-19(svn r20183) -Codechange: make _do_autosave and _dedicated_forks not use ↵rubidium
VARDEF and put them in a more logical location
2010-07-13(svn r20136) -Codechange: check more of the vehicle caches (when desync ↵rubidium
debug is turned on)
2010-07-03(svn r20055) -Feature: save/load hotkeys to/from hotkeys.cfgyexo
2010-06-30(svn r20039) -Fix [FS#3907]: instead of loading the intro game when loading ↵rubidium
a savegame fails on the dedicated server, generate a new game. Generating a new game is the least bad solution: * loading the intro game: desyncs due to GM_MENU on the server and GM_NORMAL on the clients, NewGRFs not being loaded on the server but being loaded on the client; * creating an empty map: OpenTTD will go crazy due to missing towns. Also clients can't properly join because of the missing towns; * loading the last saved game: doesn't always exist and loading it might fail causing an infinite loop; * stopping being a server: breaks the dedicated server horribly; if you loaded the game via rcon you can't connect with it anymore as you can't join the server; * generating a new game: should always succeed, although people might think a scenario loaded fine because there are no companies and such.
2010-06-30(svn r20038) -Change: move SafeSaveOrLoad a bitrubidium
2010-06-05(svn r19937) -Codechange: Move some fios related prototypes to fios.hfrosch
2010-06-05(svn r19936) -Codechange: If there is an enum, also use it.frosch
2010-06-05(svn r19934) -Fix [FS#3857]: When 'pause on new game' is set, pause the game ↵frosch
before CleanupGeneration() to avoid conflicts with concurrent GUI code.
2010-06-05(svn r19933) -Fix [FS#3804]: Keep _current_company and _local_company in ↵frosch
sync during GUI operation.
2010-06-05(svn r19931) -Fix (r19914): Convert assertion in Backup<> destructor into ↵frosch
DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
2010-05-31(svn r19914) -Codechange: Wrap a helper class around temporary assignments ↵frosch
of _current_company to ensure proper restoration.
2010-05-18(svn r19850) -Codechange: move declaration of InitializeRailGUI() to rail_gui.hsmatz
2010-04-21(svn r19688) -Codechange: run CheckCaches after the debug desync save, so we ↵rubidium
don't store just reset values in the savegame but the data from the previous tick
2010-04-17(svn r19664) -Fix [FS#3749]: Crash of a dedicated server if the null blitter ↵rubidium
is overridden and (after a while) there is no company 0 on new year anymore
2010-04-09(svn r19592) -Fix: don't do the desync debug savegames mid-StateGameLoop; ↵rubidium
they're increadibly useless (or hard to load correctly) in that case
2010-04-08(svn r19589) -Change: add some more useful information to the desync log and ↵rubidium
unify the formatting
2010-04-08(svn r19587) -Fix: false positive in cache validity checking when a train ↵rubidium
crashes; the max curve speed depends on the 'angle' between wagons and with wagons spinning around randomly without updating the max curve speed cache that leads to "seeing" a difference. As the caches aren't useful for crashed vehicles anymore, just ignore those vehicles
2010-04-08(svn r19586) -Fix: some false positives in cache validity checks because ↵rubidium
cache = v->cache doesn't necessarily write all sizeof(Cache) bytes
2010-03-18(svn r19457) -Codechange: introduce AirportOverrideManager to keep track of ↵yexo
airports if a newgrf can't be found
2010-03-13(svn r19403) -Fix (r19398): Test inverted.frosch
2010-03-13(svn r19398) -Codechange: move the desync cache checking code to its own ↵rubidium
function. Also make the drive through and cargo list checks only run when 'desync' debugging is enabled.
2010-03-06(svn r19353) -Codechange: use static objects for the airport statemachines ↵yexo
instead of new/delete at the start/end of the game -Codechange: store the fta in AirportSpec